Video Games in Türkiye

September 2026
USD 1,195
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Overview:

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.

The Video Games in Turkey report includes:

  • Analysis of key supply-side and demand trends
  • Detailed segmentation of international and local products
  • Historic volume and value sizes, company and brand market shares
  • Five year forecasts of market trends and market growth
  • Robust and transparent research methodology, conducted in-country

This report answers:

  • What is the market size of Video Games in Turkey?
  • Which are the leading brands in Video Games in Turkey?
  • How are products distributed in Video Games in Turkey?
  • How is the rise of e-commerce impacting the retail landscape and traditional outlets?
  • What are the key safety regulations to observe in Turkey?
  • How has retail disruption following COVID-19 and national lockdown impacted sales?
  • Where is future growth expected to be most dynamic?
  • Is it more important to appeal to children or adults?

Video Games in Türkiye - Category analysis

Key Data Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Live-Service Models and Recurring Spending Drive Exceptional Market Growth
Chart 2 Royal Match Makes Türkiye's Dream Games a Top-Grossing Giant on Spend, Not Downloads
Value-Conscious Consumers Prioritise Digital Access over Costly Upgrades
Mobile Gaming Reinforces Türkiye's Position as a Global Games Powerhouse
Chart 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Live-Service Models and Recurring Spending Are Projected to Sustain Rapid Growth
Chart 5 Analyst Insight for Video Games
Localised Monetisation and Flexible Access Are Expected to Become Increasingly Important
Mobile-First Strategies Are Expected to Reinforce Türkiye's Global Competitive Position
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Bluehole and Sony Sustain Leadership as Local Studios Expand Globally
Nintendo Switch 2 Highlights the Enduring Appeal of Premium Gaming Experiences
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Hepsiburada, Trendyol and Digital Storefronts Reinforce Online Leadership
Cloud Gaming and Localised Payments Expand Digital Access
Chart 10 Retail Channels 2020-2025
Live-Service Design, Affordability and Accessibility Reshape Product Development
Chart 11 Türkiye's Studios Build Global Mobile Hits, From Peak to Dream Games
Royal Match, Playstation Plus and Switch 2 Illustrate Evolving Engagement Models
Chart 12 Sony Leans on Digital Access and Playstation Plus to Defend Value in Inflationary Türkiye
Recurring Participation Becomes the Primary Source of Value Creation
Chart 13 Economic Context for Video Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Video Games
Chart 17 Population 2020-2030
Chart 18 Consumer Expenditure 2020-2030
Chart 19 Population by Generation 2025

Toys and Games in Türkiye - Industry Overview

2025 Developments

Key Data Insights

Chart 20 Key Industry Trends for Toys and Games
Kidult Demand Drives Exceptional Growth and Reinforces Traditional Toys and Games Leadership
Demographic Shifts Reshape Demand across Children’S and Family-Focused Categories
Live-Service and Monetisation Strategies Strengthen Video Games Performance
Chart 21 Royal Match Makes Türkiye's Dream Games a Top-Grossing Giant on Spend, Not Downloads
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
Premium Collectibles and Adult Demand Are Forecast to Sustain Strong Market Growth
Chart 24 Analyst Insight for Toys and Games
Value Is Projected to Concentrate in Collector-Led Toys and Recurring Games Spend
Online-Led Distribution and Flexible Payments Are Expected to Define Competitive Success
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Mattel and Lego Expand Premium Play as Market Concentration Increases
Premium Launches and Local Innovation Reinforce Competitive Advantages
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
Trendyol and Hepsiburada Accelerate E-Commerce Dominance through Flexible Payments
Cloud Gaming and Digital Access Reshape How Consumers Engage with Games
Chart 29 Retail Channels 2020-2025
Collector Appeal, Licensed Properties and Flexible Access Broaden Consumer Engagement
Chart 30 Mattel Captures Türkiye's Two-Speed Market, From Collector Barbies to Child Staples
Collector Editions, Lifestyle Ranges and Digital Ecosystems Gain Momentum
Chart 31 Lego Tops Türkiye's Toy Market on Adult Demand, with Instalments Beating Inflation
Collectability and Flexible Access Strengthen Long-Term Engagement
Chart 32 Economic Context for Toys and Games
Chart 33 Real Gdp Growth 2020-2030
Chart 34 Inflation 2020-2030
Chart 35 Consumer Context for Toys and Games
Chart 36 Population 2020-2030
Chart 37 Consumer Expenditure 2020-2030
Chart 38 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video Games

    • Hand-Held Consoles
    • Static Consoles
    • Gaming Headsets
      • Computer Games (Physical)
      • Console Games (Physical)
      • Computer Games (Digital)
      • Console Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Console Games (Physical)
        • Console Games (Digital)
        • Computer Games (Physical)
        • Computer Games (Digital)
      • Online Games and Subscriptions
      • Mobile Games
        • Computer Games (Game Sales)
        • Console Games (Game Sales)
        • Online Games and Subscriptions (Game Sales)
        • Mobile Games (Game Sales)
        • Computer Games (In-Game Purchases)
        • Console Games (In-Game Purchases)
        • Online Games and Subscriptions (In-Game Purchases)
        • Mobile Games (In-Game Purchases)

Video Games

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
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This report originates from Passport, our Video Games research and analysis database.

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