The competitive landscape of video games in Turkey witnessed increased concentration over the review period, with the top five global companies accounting for 54% share of value sales in 2024, up from 33% in 2019. While global players Sony and Microsoft retained their lead of static consoles, the former faced challenges, including local reaction to a substantial increase in its subscription costs amid affordability concerns.
Mobile game developer Spyke Games, established by former Peak Games employees, rose to prominence within video games in 2024. The company's flagship title, Royal Riches, a social casino-style mobile game, has exhibited a robust early performance, attributed to strategic user acquisition, proficiency in casual and social gaming mechanics, and a seasoned leadership team.
2024 saw a continuation of category consolidation with significant acquisitions that have altered the competitive landscape of video games. Swedish private equity firm EQT's purchase of Keywords Studios for GBP2.
Notable launches planned for 2025 include Nintendo’s new console, Nintendo Switch 2, which will debut alongside Mario Kart World, a highly anticipated open-world racing game. Featuring 24-player multiplayer and dynamic weather, this game is designed to showcase the console’s enhanced performance and appeal to both casual and competitive gamers.
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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.
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 definitionsThis report originates from Passport, our Video Games research and analysis database.
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