Card Games - Turkey

  • Turkey
  • The Card Games market in Turkey is expected to experience significant growth in the coming years.
  • According to projections, the total revenue in this market is estimated to reach US$15.50m Turkish Lira in 2022.
  • This indicates a positive trend in the demand for card games among consumers in the country.
  • Furthermore, the market is expected to demonstrate a steady annual growth rate (CAGR 2022-2027) of 11.40%.
  • This growth is anticipated to result in a projected market volume of US$28.67m Turkish Lira by 2027.
  • This suggests a promising future for the card games industry in Turkey.
  • When examining the revenue breakdown within the Card Games market, it is projected that in-app purchases (IAP) will contribute significantly.
  • In 2022, the revenue generated from in-app purchases is expected to reach US$8.72m Turkish Lira.
  • This demonstrates the popularity of in-app purchases as a monetization strategy within the card games segment.
  • Additionally, paid app revenue is forecasted to reach US$0.22m Turkish Lira in 2022.
  • This indicates that a portion of the revenue in the Card Games market will come from paid applications.
  • Moreover, advertising revenue is projected to play a substantial role in the overall revenue of the Card Games market in Turkey.
  • It is estimated that advertising revenue will reach US$6.57m Turkish Lira in 2022.
  • This suggests that advertising is an effective means of generating revenue within this market segment.
  • In terms of user engagement, the number of downloads in the Card Games market is expected to reach 23.90m downloads in 2022.
  • This indicates a high level of interest and participation among consumers in Turkey.
  • Furthermore, the average revenue per download is currently expected to amount to US$0.65 Turkish Lira.
  • This metric provides insight into the monetization potential of each individual download in the Card Games market.
  • When compared globally, it is noteworthy that in the United States generates the highest revenue in the Card Games market.
  • In 2022, the projected revenue in the United States is estimated to reach US$5,188.00m US Dollars.
  • This highlights the dominance of the United States in terms of revenue generation within the global card games industry.
  • Overall, the Card Games market in Turkey shows promising growth potential, with various revenue streams contributing to its overall success.
  • The projected revenue numbers illustrate the increasing demand for card games and the potential for market expansion in the coming years.

Key regions: China, Europe, Asia, Germany, India

 
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Analyst Opinion

Since the start of Apple, Inc.'s App Store in 2008 with around 500 apps, mobile apps have come to dominate the digital economy and have quickly outpaced the demand for desktop applications. As of 2021, the Apple App Store and Google Play Store had more than 5 million apps combined. Because many apps from the West are not available in China, many new app stores have emerged there. Digital lifestyles around the world now depend on adopting mobile apps, especially when it comes to social networking. The games industry has also been thoroughly transformed by the app revolution and is demonstrated by the fact that the games category is the largest and highest-grossing app category.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on revenue from in-app purchases, revenue from the purchase of apps, and revenue from advertising, as well as the number of downloads for each app category.

Modeling approach:

Market sizes are determined through a bottom-up approach, building on a specific rationale for each market segment. As a basis for evaluating markets, we use market data from independent databases and third-party sources, current trends, and reported performance indicators of top market players. In addition, we use relevant key market indicators and data from country-specific associations, such as smartphone users and mobile broadband connections. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward apps.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year in case market dynamics change.

Overview

  • Revenue
  • Market Shares
  • Downloads
  • Users
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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