Publisher Fees - Turkey

  • Turkey
  • in Turkey, a country located at the crossroads of Europe and Asia, is expected to experience significant growth in the Publisher Fees market.
  • In 2024, the projected revenue for this market segment is estimated to reach US$1.7m.
  • This revenue is expected to grow at an annual rate of 0.73% from 2024 to 2028, resulting in a projected market volume of US$1.7m by the end of this period.
  • In 2024, the Publisher Fees market in Turkey is expected to generate a substantial market volume of US$29.6m.
  • This indicates that in Turkey holds a significant share in the global Publisher Fees market.
  • Furthermore, the average revenue per user (ARPU) in Turkey's Publisher Fees market is expected to amount to 0.00.
  • This metric provides insights into the average revenue generated by each user in the market segment.
  • Overall, Turkey's Publisher Fees market is projected to experience steady growth and contribute significantly to the global market.
  • The numbers highlight the potential for revenue generation and market expansion in this segment.
  • Turkey's Esports market is experiencing a surge in publisher fees, with gaming companies capitalizing on the country's growing interest in competitive gaming.

Key regions: South Korea, France, Asia, China, Germany

 
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Analyst Opinion

Esports is a fast-growing market within the world of gaming, mainly driven by the ongoing digitalization, increasing smartphone usage, and rising awareness of gaming. Faster and better technology opens up new possibilities, with the COVID-19 pandemic fueling the demand for Esports. The market will constantly grow due to the creation of more teams, tournaments, companies, and hence a wide-reaching platform for sponsorship and advertisement. Not only does the prize money from tournaments rise but also the amount invested into different teams, owing to the increase in live stream viewers and profitability. With China remaining the biggest market and the U.S. and Germany following behind, the Esports market is expected to witness strong double-digit growth. Recent consolidation in the gaming industry and the entry of FaZe Clan into the stock market have drawn further attention to the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Publisher Fees market, which comprises payments from game publishers to Esports organizers for hosting events. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, 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 per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. 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 some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Global Comparison
  • Methodology
  • Key Market Indicators
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