Retail constant value sales of video games continued to expand at a double-digit rate during 2021, with mobile games, online games and AR/VR headsets the most dynamic categories. Indeed, mobile and online games now account for more than half of retail value sales between them in this category.
According to e-sports agency Gaming in Turkey, difficult economic conditions due to the pandemic are making video gaming increasingly unaffordable to less affluent local consumers. A study it conducted found that low-income individuals accounted for 44% of players in 2019 but that this figure fell to 30% during 2020, in spite of the fact that most people had more time on their hands as a result of pandemic restrictions.
While demand for static consoles is relatively limited in Turkey, retail constant value sales almost doubled in 2020 due to the pandemic, and they continued to expand at a dynamic rate during 2021. This growth was supported by the launch of a new generation of consoles (Sony’s PlayStation 5 and the Xbox Series S and X) in November 2020.
The rate of growth in retail constant value sales of video games will remain dynamic throughout the forecast period. Online and particularly mobile games will remain the main driver: By the end of the forecast period, these will account for almost three quarters of retail value sales of video games.
After mobile and online gaming, AR/VR headsets will be the top performer, albeit from quite a low base. PlayStation VR is currently the most popular AR/VR headset in Turkey, and Sony is set to launch PlayStation VR2 in 2023.
The number of mobile game studios in Turkey will continue to expand, while a growing number of international game developers will localise their content in an effort to make it more accessible to Turkish gamers. Mergers are acquisitions are also likely in the wake of the acquisition of local player Peak, which makes casual puzzle games, by US company Zynga in late 2020.
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This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.See All of Our Definitions
This report originates from Passport, our Video Games research and analysis database.
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