Year 2020, Volume 4 , Issue 1, Pages 44 - 56 2020-07-30

Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey

Sercan ŞENGÜN [1] , Selcen OZTURKCAN [2]

In this study, we investigate the business disruption effects of mobile technologies for the videogame industry in Turkey. Previous research shows that before mobile gaming became prevalent globally, the Turkish videogame industry was extremely small and lacked any success stories for either console or PC platforms. The rise in mobile and the so-called “casual” gaming gave the local industry a competitive advantage on a global scale. To capture the nuances of this disruptive transition, we performed structured interviews with gaming industry experts and analyzed prominent discussion forums for primary and secondary data collections, respectively. We especially focused on answering the following questions: (1) how prepared were Turkish videogame development companies in handling the mobile disruptive change; (2) what kind of transformations they experienced in their business plans and practices as a result; (3) how the disruption affected the way they viewed their customer base; and finally (4) what future disruptions they expect in their industry.
videogames, digital games, games, mobile, disruption
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Primary Language en
Subjects Communication, Management
Journal Section Articles

Author: Sercan ŞENGÜN (Primary Author)
Institution: Illinois State University
Country: United States

Author: Selcen OZTURKCAN
Institution: Linnaeus University
Country: Sweden


Application Date : June 20, 2020
Acceptance Date : July 27, 2020
Publication Date : July 30, 2020

Bibtex @research article { somi755664, journal = {Pazarlama İçgörüsü Üzerine Çalışmalar}, issn = {}, eissn = {2667-6591}, address = {Akdeniz Üniversitesi, Uygulamalı, Bilimler Fakültesi, Döşemealtı}, publisher = {Olgun KİTAPCI}, year = {2020}, volume = {4}, pages = {44 - 56}, doi = {}, title = {Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey}, key = {cite}, author = {Şengün, Sercan and Ozturkcan, Selcen} }
APA Şengün, S , Ozturkcan, S . (2020). Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey . Pazarlama İçgörüsü Üzerine Çalışmalar , 4 (1) , 44-56 . Retrieved from
MLA Şengün, S , Ozturkcan, S . "Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey" . Pazarlama İçgörüsü Üzerine Çalışmalar 4 (2020 ): 44-56 <>
Chicago Şengün, S , Ozturkcan, S . "Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey". Pazarlama İçgörüsü Üzerine Çalışmalar 4 (2020 ): 44-56
RIS TY - JOUR T1 - Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey AU - Sercan Şengün , Selcen Ozturkcan Y1 - 2020 PY - 2020 N1 - DO - T2 - Pazarlama İçgörüsü Üzerine Çalışmalar JF - Journal JO - JOR SP - 44 EP - 56 VL - 4 IS - 1 SN - -2667-6591 M3 - UR - Y2 - 2020 ER -
EndNote %0 Pazarlama İçgörüsü Üzerine Çalışmalar Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey %A Sercan Şengün , Selcen Ozturkcan %T Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey %D 2020 %J Pazarlama İçgörüsü Üzerine Çalışmalar %P -2667-6591 %V 4 %N 1 %R %U
ISNAD Şengün, Sercan , Ozturkcan, Selcen . "Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey". Pazarlama İçgörüsü Üzerine Çalışmalar 4 / 1 (July 2020): 44-56 .
AMA Şengün S , Ozturkcan S . Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey. SOMI. 2020; 4(1): 44-56.
Vancouver Şengün S , Ozturkcan S . Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey. Pazarlama İçgörüsü Üzerine Çalışmalar. 2020; 4(1): 44-56.