At the end of the review period, Turkey already had one of the highest rates of smartphone ownership, and this trend is expected to continue increasing over the forecast period. Additionally, the penetration of PC ownership is predicted to climb as well.
The dominance of digital video games software is projected to have a negative impact on the sales of physical video games software, resulting in a loss of market share for the latter. Additionally, hand-held consoles are predicted to experience a decline in constant value sales due to the lack of product variety compared to other gaming platforms.
Trade experts anticipate that Turkey will be the fastest-growing country in terms of consumer revenue, primarily driven by its large population of young people who have a strong interest in gaming. During the review period, new local companies emerged in the video games software sector.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Turkey with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Turkey, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
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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