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DİJİTAL OYUN EKOSİSTEMİNDE YAPISAL DÖNÜŞÜM: İKİ TARAFLI PAZAR DİNAMİKLERİ, JEOPOLİTİK RİSKLER VE TÜRKİYE EKSENİNDE ANALİZ

Year 2026, Volume: 6 Issue: 1, 41 - 58, 28.01.2026
https://izlik.org/JA36MC88CA

Abstract

Bu çalışma, hızla büyüyen küresel elektronik eğlence sektörünün yapısal dönüşümünü derinlemesine incelemektedir. Kavramsal temelini klasik oyun teorilerinden (oyunun kültürel ve toplumsal işlevleri) alarak, sektörü modern aracılık platformlarının ekonomisi ve iki-taraflı pazar dinamikleri çerçevesinde değerlendirmektedir. Taşınabilir cihazlara (mobil) dünya genelinde erişimin yaygınlaşmasıyla büyük ivme kazanan bu pazarın küresel eğilimleri, bölgesel kullanıcı profilleri, harcama dinamikleri ve içerik tüketim alışkanlıkları kapsamlı bir şekilde analiz edilmiştir. Analizin merkezinde, büyük teknoloji platformlarının uyguladığı ücretlendirme, içerik dağıtım stratejileri ve münhasırlık politikaları bulunmaktadır. Bu stratejilere ek olarak, iki ana küresel güç arasındaki ticari gerilimlerin, özellikle kritik yüksek teknoloji bileşenlerinin (yarı iletkenler) tedarik zinciri üzerindeki aksama etkileri jeopolitik risk unsurları olarak ele alınmıştır. Ayrıca, büyük bir bölgesel ekonomik birliğin (kıtasal birlik) yürürlüğe koyduğu yeni dijital pazar düzenlemelerinin (yasal çerçevelerin), platformların gelir paylaşım oranlarını ve geliştirici kârlılığını nasıl yeniden yapılandırdığı araştırılmıştır. Yüksek potansiyele sahip yerel bir pazarın analizi bölümünde, ülkenin genç nüfus yapısı ve mobil odaklı tüketimin ağırlığı ile yerel girişimlerin uluslararası alanda ulaştığı yüksek değerli şirket (unicorn) statüsü gibi somut başarılar vurgulanmıştır. Bu potansiyeli güçlendirmek amacıyla; yerel ödeme sistemlerinin entegrasyonu yoluyla finansal verimliliğin artırılması ve ileri üretim süreçleri yerine kısa-orta vadede tasarım, test ve paketleme gibi niş sanayi alanlarında kümelenme oluşturulması dâhil olmak üzere somut politika ve yönetim önerileri sunulmaktadır. Çalışma, sektörel politika ve yönetim kararlarına katkıda bulunmak amacıyla, akademik literatüre güncel ve bütüncül bir analiz sunmayı amaçlamaktadır.

References

  • Akbulut H. (2009). Dijital oyunlar ve kültürel etkileşim. İstanbul: Alfa Yayınları.
  • Apple Developer.(2025). Payment and subscription policies in the EU. https://developer.apple.com/support/dma/ (Erişim tarihi: 10 Mayıs 2025)
  • Bowen G. A. (2009). Document analysis as a qualitative research method. Qualitative Research Journal, 9(2), 27–40.
  • Caillois R. (2001). Man, play and games (M. Barash, Trans.). Urbana and Chicago: University of Illinois Press.
  • Clement,J.(2021). Share of mobile traffic worldwide. Statista. https://www.statista.com/statistics/277125/share-of-website-traffic-coming-from-mobile-devices/ (Erişim tarihi: 15 Mayıs 2025)
  • Corts K. S. & Lederman, M. (2009). Software exclusivity and the scope of indirect network effects in the U.S. home video game market. International Journal of Industrial Organization, 27(2), 121–136.
  • ECB – European Central Bank. (2024). Digital payments and consumer preferences in Europe. Frankfurt: ECB Publications. https://www.ecb.europa.eu/pub/pdf (Erişim tarihi: 14 Nisan 2025)
  • Federal Reserve Bank of Kansas City. (2024). UPI and the future of instant payments in emerging economies. Kansas City: FRB. https://www.kansascityfed.org/publications (Erişim tarihi: 6 Nisan 2025)
  • Gençoğlu A. (2022). Türk oyun şirketleri uluslararası arenada. Webrazzi. https://webrazzi.com/2022/08/20/turk-oyun-sektoru-raporu/ (Erişim tarihi: 25 Mart 2025)
  • GIT – Gaming in Turkey. (2021). Türkiye oyun sektörü raporu 2021. İstanbul: Gaming in Turkey Yayınları. https://gaminginturkey.com/oyun-sektoru-raporu-2021/ (Erişim tarihi: 12 Mart 2025)
  • Google Play Help. (2025). Understanding service fees and developer policies. https://support.google.com/googleplay/android-developer/answer/112622 (Erişim tarihi: 8 Mayıs 2025)
  • Gretz R. T. (2010). Hardware quality vs. network size in the home video game industry. Journal of Economic Behavior & Organization, 76(2), 168–183.
  • Huizinga J. (2015). Homo Ludens: Oyunun toplumsal işlevi üzerine bir deneme (M. A. Kılıçbay Çev.). İstanbul: Ayrıntı Yayınları. (Orijinal eser 1938)
  • Kenneth Research. (2022). Global gaming industry market report. https://www.kennethresearch.com/report-details/global-gaming-market (Erişim tarihi: 18 Nisan 2025)
  • Kemp S. (2022). Digital 2022: Global overview report. DataReportal. https://datareportal.com/reports/digital-2022-global-overview-report (Erişim tarihi: 15 Nisan 2025)
  • Kristianto J. (2021). Game monetization strategies and post-COVID market recovery. App Annie Insights. https://www.appannie.com/en/insights/market-data/2021/ (Erişim tarihi: 10 Mart 2025)
  • Lee R. S. (2012). Home video games: Game platforms and publishing strategies. In M. Peitz & J. Waldfogel (Eds.), The Oxford Handbook of the Digital Economy (s. 83–107). Oxford: Oxford University Press.
  • Lee R. S. (2013). Vertical integration and exclusivity in platform and content markets. American Economic Review, 103(7), 2960–3000.
  • Newzoo. (2022). Global games market report 2022. Amsterdam: Newzoo Insights. https://newzoo.com/insights/articles/global-games-market-2022 (Erişim tarihi: 12 Nisan 2025)
  • NTV. (2021). Dream Games unicorn oldu. https://www.ntv.com.tr/ekonomi/dream-games-unicorn-oldu (Erişim tarihi: 20 Mart 2025)
  • Reuters. (2023). Intel to invest in German chip facilities. https://www.reuters.com/technology/intel-invests-germany-2023/ (Erişim tarihi: 2 Mayıs 2025)
  • Rochet J. C. & Tirole J. (2003). Platform competition in two-sided markets. Journal of the European Economic Association, 1(4), 990–1029.
  • Rysman, M. (2009). The economics of two-sided markets. Journal of Economic Perspectives, 23(3), 125–143.
  • Statista. (Clement, J.) (2021). Mobile gaming revenue worldwide. https://www.statista.com/statistics/1126825/mobile-gaming-revenue-worldwide/ (Erişim tarihi: 16 Mart 2025)
  • Taylor T. L. (2018). Watch me play: Twitch and the rise of game live streaming. Princeton: Princeton University Press.
  • University of Washington. (2024). Digital games and learning environments. Seattle: University of Washington Press.
  • Weustink M. (2021). Next generation gamers: Trends and insights. Newzoo. https://newzoo.com/insights/articles/gen-z-gaming-trends (Erişim tarihi: 22 Nisan 2025) Zhu F & Iansiti M. (2012). Entry into platform-based markets. Strategic Management Journal, 33(1), 88–106.

STRUCTURAL TRANSFORMATION IN THE DIGITAL GAME ECOSYSTEM: TWO SIDED MARKET DYNAMICS, GEOPOLITICAL RISKS AND ANALYSIS FOCUSED ON TÜRKİYE

Year 2026, Volume: 6 Issue: 1, 41 - 58, 28.01.2026
https://izlik.org/JA36MC88CA

Abstract

This study provides an in-depth analysis of the structural transformation occurring within the rapidly growing global electronic entertainment sector. Drawing on the conceptual foundations of classical game theories (addressing the cultural and social functions of play), the study evaluates the sector within the framework of modern intermediary platform economics and two-sided market dynamics. Global trends, regional user profiles, spending dynamics, and content consumption habits of this market, which has gained significant momentum with the proliferation of access to portable devices (mobile) worldwide, are comprehensively analyzed. At the core of the analysis lie the pricing, content distribution strategies, and exclusivity policies implemented by major technology platforms. In addition to these strategies, the disruptive effects of trade tensions between two major global powers on the supply chain of critical high-tech components (semiconductors) are examined as factors contributing to geopolitical risk. Furthermore, the study investigates how new digital market regulations (legal frameworks) enacted by a large regional economic union (a continental bloc) are restructuring platform revenue sharing rates and developer profitability. The section focusing on the analysis of a high-potential local market highlights concrete achievements, such as the country's young demographic structure, the dominance of mobile-focused consumption, and the attainment of high-value company (unicorn) status by local ventures on the international stage. To reinforce this potential, concrete policy and management recommendations are presented. These include increasing financial efficiency through the integration of local payment systems and establishing clustering in niche industrial areas like design, testing, and packaging (instead of focusing solely on advanced production processes) over the short-to-medium term. The study aims to contribute a current and holistic analysis to the academic literature to inform sectoral policy and management decisions.

References

  • Akbulut H. (2009). Dijital oyunlar ve kültürel etkileşim. İstanbul: Alfa Yayınları.
  • Apple Developer.(2025). Payment and subscription policies in the EU. https://developer.apple.com/support/dma/ (Erişim tarihi: 10 Mayıs 2025)
  • Bowen G. A. (2009). Document analysis as a qualitative research method. Qualitative Research Journal, 9(2), 27–40.
  • Caillois R. (2001). Man, play and games (M. Barash, Trans.). Urbana and Chicago: University of Illinois Press.
  • Clement,J.(2021). Share of mobile traffic worldwide. Statista. https://www.statista.com/statistics/277125/share-of-website-traffic-coming-from-mobile-devices/ (Erişim tarihi: 15 Mayıs 2025)
  • Corts K. S. & Lederman, M. (2009). Software exclusivity and the scope of indirect network effects in the U.S. home video game market. International Journal of Industrial Organization, 27(2), 121–136.
  • ECB – European Central Bank. (2024). Digital payments and consumer preferences in Europe. Frankfurt: ECB Publications. https://www.ecb.europa.eu/pub/pdf (Erişim tarihi: 14 Nisan 2025)
  • Federal Reserve Bank of Kansas City. (2024). UPI and the future of instant payments in emerging economies. Kansas City: FRB. https://www.kansascityfed.org/publications (Erişim tarihi: 6 Nisan 2025)
  • Gençoğlu A. (2022). Türk oyun şirketleri uluslararası arenada. Webrazzi. https://webrazzi.com/2022/08/20/turk-oyun-sektoru-raporu/ (Erişim tarihi: 25 Mart 2025)
  • GIT – Gaming in Turkey. (2021). Türkiye oyun sektörü raporu 2021. İstanbul: Gaming in Turkey Yayınları. https://gaminginturkey.com/oyun-sektoru-raporu-2021/ (Erişim tarihi: 12 Mart 2025)
  • Google Play Help. (2025). Understanding service fees and developer policies. https://support.google.com/googleplay/android-developer/answer/112622 (Erişim tarihi: 8 Mayıs 2025)
  • Gretz R. T. (2010). Hardware quality vs. network size in the home video game industry. Journal of Economic Behavior & Organization, 76(2), 168–183.
  • Huizinga J. (2015). Homo Ludens: Oyunun toplumsal işlevi üzerine bir deneme (M. A. Kılıçbay Çev.). İstanbul: Ayrıntı Yayınları. (Orijinal eser 1938)
  • Kenneth Research. (2022). Global gaming industry market report. https://www.kennethresearch.com/report-details/global-gaming-market (Erişim tarihi: 18 Nisan 2025)
  • Kemp S. (2022). Digital 2022: Global overview report. DataReportal. https://datareportal.com/reports/digital-2022-global-overview-report (Erişim tarihi: 15 Nisan 2025)
  • Kristianto J. (2021). Game monetization strategies and post-COVID market recovery. App Annie Insights. https://www.appannie.com/en/insights/market-data/2021/ (Erişim tarihi: 10 Mart 2025)
  • Lee R. S. (2012). Home video games: Game platforms and publishing strategies. In M. Peitz & J. Waldfogel (Eds.), The Oxford Handbook of the Digital Economy (s. 83–107). Oxford: Oxford University Press.
  • Lee R. S. (2013). Vertical integration and exclusivity in platform and content markets. American Economic Review, 103(7), 2960–3000.
  • Newzoo. (2022). Global games market report 2022. Amsterdam: Newzoo Insights. https://newzoo.com/insights/articles/global-games-market-2022 (Erişim tarihi: 12 Nisan 2025)
  • NTV. (2021). Dream Games unicorn oldu. https://www.ntv.com.tr/ekonomi/dream-games-unicorn-oldu (Erişim tarihi: 20 Mart 2025)
  • Reuters. (2023). Intel to invest in German chip facilities. https://www.reuters.com/technology/intel-invests-germany-2023/ (Erişim tarihi: 2 Mayıs 2025)
  • Rochet J. C. & Tirole J. (2003). Platform competition in two-sided markets. Journal of the European Economic Association, 1(4), 990–1029.
  • Rysman, M. (2009). The economics of two-sided markets. Journal of Economic Perspectives, 23(3), 125–143.
  • Statista. (Clement, J.) (2021). Mobile gaming revenue worldwide. https://www.statista.com/statistics/1126825/mobile-gaming-revenue-worldwide/ (Erişim tarihi: 16 Mart 2025)
  • Taylor T. L. (2018). Watch me play: Twitch and the rise of game live streaming. Princeton: Princeton University Press.
  • University of Washington. (2024). Digital games and learning environments. Seattle: University of Washington Press.
  • Weustink M. (2021). Next generation gamers: Trends and insights. Newzoo. https://newzoo.com/insights/articles/gen-z-gaming-trends (Erişim tarihi: 22 Nisan 2025) Zhu F & Iansiti M. (2012). Entry into platform-based markets. Strategic Management Journal, 33(1), 88–106.
There are 27 citations in total.

Details

Primary Language Turkish
Subjects Policy and Administration (Other), Globalisation
Journal Section Research Article
Authors

Ömer Gök 0000-0003-1135-7470

Seyfettin Ünal 0000-0002-6248-4317

Submission Date November 20, 2025
Acceptance Date December 28, 2025
Publication Date January 28, 2026
DOI https://doi.org/10.58375/sde.1827089
IZ https://izlik.org/JA36MC88CA
Published in Issue Year 2026 Volume: 6 Issue: 1

Cite

APA Gök, Ö., & Ünal, S. (2026). DİJİTAL OYUN EKOSİSTEMİNDE YAPISAL DÖNÜŞÜM: İKİ TARAFLI PAZAR DİNAMİKLERİ, JEOPOLİTİK RİSKLER VE TÜRKİYE EKSENİNDE ANALİZ. SDE Akademi, 6(1), 41-58. https://doi.org/10.58375/sde.1827089