{"id":516,"date":"2021-02-02T10:12:12","date_gmt":"2021-02-02T10:12:12","guid":{"rendered":"http:\/\/kalkinmaguncesi.izka.org.tr\/?p=516"},"modified":"2021-02-02T10:21:02","modified_gmt":"2021-02-02T10:21:02","slug":"kuresel-pazarlara-giden-yol-dijital-oyun-sektoru","status":"publish","type":"post","link":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/2021\/02\/02\/kuresel-pazarlara-giden-yol-dijital-oyun-sektoru\/","title":{"rendered":"K\u00fcresel Pazarlara Giden Yol: Dijital Oyun Sekt\u00f6r\u00fc"},"content":{"rendered":"\n<p class=\"has-black-color has-cyan-bluish-gray-background-color has-text-color has-background\"><strong>Ar\u0131n H\u00dcNLER<\/strong><br><em>Uzman<\/em><br><em>Yenilik ve Giri\u015fimcilik Politikalar\u0131 Birimi<\/em><br><em><a href=\"mailto:arin.hunler@izka.org.tr\" data-type=\"mailto\" data-id=\"mailto:arin.hunler@izka.org.tr\">arin.hunler@izka.org.tr<\/a><\/em><\/p>\n\n\n\n<p>K\u00fcresel ticaretin yeni ve g\u00fc\u00e7l\u00fc bir bile\u015feni olan dijital oyun sekt\u00f6r\u00fc, teknolojide ya\u015fanan geli\u015fmeler neticesinde, \u00f6zellikle son 10 y\u0131lda d\u00fcnya ticaretinde \u00f6nemli bir yer edinmi\u015f ve g\u00fcn ge\u00e7tik\u00e7e g\u00fc\u00e7lenen ve b\u00fcy\u00fcyen bir sekt\u00f6r haline gelmi\u015ftir. Teknolojide ya\u015fanan geli\u015fmeler ve ba\u015fta internet altyap\u0131s\u0131 olmak \u00fczere teknolojik \u00fcr\u00fcnlerin yayg\u0131nla\u015fmas\u0131 \u201coyun\u201d kavram\u0131n\u0131 dijital platformlara ta\u015f\u0131m\u0131\u015f ve yeni bir sekt\u00f6r yaratm\u0131\u015ft\u0131r.<\/p>\n\n\n\n<p>Dijital oyun sekt\u00f6r\u00fc k\u00fcresel ticaretin \u00f6nc\u00fcs\u00fc olan otomotiv, enerji gibi sekt\u00f6rlerin b\u00fcy\u00fcme h\u0131zlar\u0131n\u0131 ge\u00e7erek son d\u00f6nemde en h\u0131zl\u0131 b\u00fcy\u00fcyen sekt\u00f6r haline gelen sekt\u00f6r\u00fcn bu ba\u015far\u0131s\u0131nda ak\u0131ll\u0131 telefon ve tabletlerin g\u00fcnl\u00fck kullan\u0131mdaki yerinin artmas\u0131, bilgisayar ve konsollara ula\u015f\u0131m\u0131n kolayla\u015fmas\u0131, dijital donan\u0131m maliyetlerinin d\u00fc\u015fmesi, internetin yayg\u0131nla\u015fmas\u0131 ve ak\u0131ll\u0131 cihaz kullan\u0131m ya\u015f aral\u0131\u011f\u0131n\u0131n geni\u015flemesi \u00f6nemli yer tutmaktad\u0131r.<sup>1<\/sup><\/p>\n\n\n\n<p>1960\u2019l\u0131 y\u0131llar\u0131n sonunda tekil oyuncular \u00fczerinden ba\u015flayan dijital oyun d\u00fcnyas\u0131 teknolojinin sa\u011flad\u0131\u011f\u0131 olanaklardan yararlanarak farkl\u0131 bi\u00e7imlerde son t\u00fcketiciye sunulmu\u015ftur. \u0130lk olarak konsol oyunlar\u0131 ile ba\u015flayan dijital oyunlar bug\u00fcn ki\u015fisel bilgisayarlar, oyun konsollar\u0131 ya da cep telefonu ve tablet gibi \u00fcr\u00fcnleri kapsayan mobil oyunlar olarak \u00fc\u00e7 farkl\u0131 alanda geli\u015fmektedir.<\/p>\n\n\n\n<p>Farkl\u0131 hedef pazar ve kitlelere y\u00f6nelik olarak bu \u00fc\u00e7 farkl\u0131 kategori i\u00e7erisinde mobil oyunlar \u00f6nemli bir ivme yakalam\u0131\u015f ve hem gelir d\u00fczeyi hem de pazar pay\u0131 anlam\u0131nda \u00f6nemli geli\u015fme g\u00f6stermi\u015ftir. Bu durum cep telefonu ve tabletlerin yayg\u0131nla\u015fmas\u0131n\u0131n, konsol ya da ki\u015fisel bilgisayar edinme zorunlulu\u011fu bulunmamas\u0131n\u0131n ve kullan\u0131c\u0131 a\u00e7\u0131s\u0131ndan kullan\u0131m pratikli\u011fi yaratmas\u0131n\u0131n bir sonucu olarak g\u00f6r\u00fclmektedir. Benzer \u015fekilde mobil oyun pazar\u0131n\u0131n geni\u015flemesine paralel olarak kullan\u0131ma sunulan mobil oyun say\u0131s\u0131 da konsol ve ki\u015fisel bilgisayar oyunlar\u0131na g\u00f6re ciddi bir art\u0131\u015f g\u00f6stermi\u015ftir. Oyun haz\u0131rl\u0131k maliyetlerinin di\u011fer oyun kategorileri ile kar\u015f\u0131la\u015ft\u0131r\u0131ld\u0131\u011f\u0131nda g\u00f6reli olarak d\u00fc\u015f\u00fckl\u00fc\u011f\u00fc ve pazar\u0131n b\u00fcy\u00fckl\u00fc\u011f\u00fc mobil oyunlar\u0131 di\u011ferlerine nazaran \u00f6ne \u00e7\u0131karmaktad\u0131r. Yap\u0131lan pazar pay\u0131 analizleri, dijital oyun sekt\u00f6r\u00fcnde ki\u015fisel bilgisayarlar ve konsol oyunlar\u0131n\u0131n yan\u0131nda 2012 y\u0131l\u0131nda %18\u2019lik yer kaplayan mobil oyunlar\u0131n 2020 y\u0131l\u0131nda %57 seviyesine y\u00fckseldi\u011fini g\u00f6stermektedir.<sup>2<\/sup><\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"480\" height=\"200\" src=\"https:\/\/kalkinmaguncesi.izka.org.tr\/wp-content\/uploads\/2021\/02\/image-7.png\" alt=\"\" class=\"wp-image-534\" srcset=\"https:\/\/kalkinmaguncesi.izka.org.tr\/wp-content\/uploads\/2021\/02\/image-7.png 480w, https:\/\/kalkinmaguncesi.izka.org.tr\/wp-content\/uploads\/2021\/02\/image-7-300x125.png 300w\" sizes=\"auto, (max-width: 480px) 100vw, 480px\" \/><figcaption><br>\u015eekil 1: Oyun Platformlar\u0131n\u0131n Pazar Pay\u0131 De\u011fi\u015fimleri<\/figcaption><\/figure>\n\n\n\n<p>Dijital oyun sekt\u00f6r\u00fcn\u00fcn pazar b\u00fcy\u00fckl\u00fc\u011f\u00fc bug\u00fcne kadar k\u00fcresel ticarette g\u00f6r\u00fclmemi\u015f bir art\u0131\u015f e\u011filimindedir. K\u00fcresel ticaretteki \u00f6nc\u00fc sekt\u00f6rlere nazaran toplam b\u00fcy\u00fckl\u00fck anlam\u0131nda g\u00f6reli olarak k\u00fc\u00e7\u00fck kalan dijital oyun sekt\u00f6r\u00fc buna ra\u011fmen geleneksel bir\u00e7ok sekt\u00f6r\u00fcn \u00f6tesinde bir pazar b\u00fcy\u00fckl\u00fc\u011f\u00fcne ula\u015fm\u0131\u015ft\u0131r. Nitekim 2012 y\u0131l\u0131nda 70 Milyar Dolar b\u00fcy\u00fckl\u00fc\u011fe sahip oldu\u011fu hesaplanan dijital oyun sekt\u00f6r\u00fc 2018 y\u0131l\u0131nda 140 Milyar Dolar seviyesine y\u00fckselmi\u015ftir. Yap\u0131lan hesaplamalar sekt\u00f6r\u00fcn 2022 y\u0131l\u0131nda 196 Milyar Dolarl\u0131k bir b\u00fcy\u00fckl\u00fc\u011fe ula\u015faca\u011f\u0131n\u0131 g\u00f6stermektedir. Sekt\u00f6r\u00fcn ekonomik b\u00fcy\u00fckl\u00fc\u011f\u00fc b\u00f6lgesel bazda de\u011ferlendirildi\u011finde ilk s\u0131ray\u0131 %48\u2019lik payla Asya-Pasifik, ikinci s\u0131ray\u0131 ise %26\u2019l\u0131k payla Kuzey Amerika almaktad\u0131r. T\u00fcrkiye de toplamda yakla\u015f\u0131k %5\u2019lik payla Orta Do\u011fu-Afrika pazar\u0131n\u0131n lideri konumuna gelmi\u015ftir.<sup>3<\/sup><\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"480\" height=\"164\" src=\"https:\/\/kalkinmaguncesi.izka.org.tr\/wp-content\/uploads\/2021\/02\/image-8.png\" alt=\"\" class=\"wp-image-535\" srcset=\"https:\/\/kalkinmaguncesi.izka.org.tr\/wp-content\/uploads\/2021\/02\/image-8.png 480w, https:\/\/kalkinmaguncesi.izka.org.tr\/wp-content\/uploads\/2021\/02\/image-8-300x103.png 300w\" sizes=\"auto, (max-width: 480px) 100vw, 480px\" \/><figcaption><br>\u015eekil 2. K\u00fcresel Pazar B\u00fcy\u00fckl\u00fc\u011f\u00fc (Milyar Dolar)(*Tahmini)<\/figcaption><\/figure>\n\n\n\n<p>Kullan\u0131c\u0131 say\u0131s\u0131 a\u00e7\u0131s\u0131ndan bak\u0131ld\u0131\u011f\u0131nda da oyun sekt\u00f6r\u00fcn\u00fcn belirli bir kitle ile s\u0131n\u0131rl\u0131 olmaktan \u00e7\u0131kt\u0131\u011f\u0131, t\u00fcm ya\u015f gruplar\u0131 ve sosyo-ekonomik kategoriler aras\u0131nda pop\u00fcler hale geldi\u011fi g\u00f6r\u00fclmektedir. Oyun \u00e7e\u015fitlili\u011finin art\u0131\u015f\u0131 ve ak\u0131ll\u0131 cihaz kullan\u0131m ya\u015f\u0131n\u0131n y\u00fckselmesi gibi nedenlerle y\u00fcksek ya\u015f gruplar\u0131nda da oyunlar yayg\u0131nla\u015fm\u0131\u015f ve potansiyel kullan\u0131c\u0131 say\u0131s\u0131 da artm\u0131\u015ft\u0131r. K\u00fcresel \u00f6l\u00e7ekte 2015 y\u0131l\u0131nda 2 milyar ki\u015fi dijital oyunlar\u0131 oynarken 2020 y\u0131l\u0131nda bu say\u0131 2,7 milyar ki\u015fiye \u00e7\u0131km\u0131\u015ft\u0131r.<sup>4 \u00a0<\/sup><\/p>\n\n\n\n<p>Yukar\u0131da nedenleri a\u00e7\u0131klanan bu b\u00fcy\u00fcme h\u0131z\u0131 sekt\u00f6re olan ilgiyi art\u0131rmakta, giri\u015fimcileri ve yat\u0131r\u0131mc\u0131lar\u0131 bu alana \u00e7ekmektedir. Yaz\u0131l\u0131m sekt\u00f6r\u00fcn\u00fcn bir par\u00e7as\u0131 olarak oyun sekt\u00f6r\u00fc ilk yat\u0131r\u0131m maliyetinin ve sabit maliyetlerinin d\u00fc\u015f\u00fckl\u00fc\u011f\u00fc nedeniyle pazara giri\u015fin ve gelir elde etmenin nispeten daha kolay oldu\u011fu, hem k\u00fc\u00e7\u00fck hem de b\u00fcy\u00fck firmalar\u0131n kendine yer bulabildi\u011fi bir sekt\u00f6r olarak belirmektedir. Bunun en b\u00fcy\u00fck nedeni, her ne kadar oyunun ba\u015far\u0131l\u0131 olaca\u011f\u0131 anlam\u0131na gelmese de, \u00f6zellikle mobil oyun alan\u0131nda, az say\u0131da ki\u015fi taraf\u0131ndan haz\u0131rlanan ve belli standartlar\u0131 sa\u011flayan bir oyun yaz\u0131l\u0131m\u0131n\u0131n oyunun kalitesinden ba\u011f\u0131ms\u0131z olarak d\u00fc\u015f\u00fck maliyetlerle yay\u0131n platformlar\u0131nda yer alabilmesidir.<\/p>\n\n\n\n<p>Di\u011fer yandan, h\u0131zl\u0131 b\u00fcy\u00fcme potansiyeli ve nispeten d\u00fc\u015f\u00fck yat\u0131r\u0131m maliyeti oyun sekt\u00f6r\u00fcn\u00fc yat\u0131r\u0131mc\u0131lar i\u00e7in de cazip k\u0131lmaktad\u0131r. \u00d6zellikle sekt\u00f6rde yer alan ve sekt\u00f6r\u00fc domine eden firmalar\u0131n d\u00fcnyan\u0131n \u00e7e\u015fitli yerlerinde kurulmu\u015f bulunan ba\u015fka oyun geli\u015ftiricilerini y\u00fckl\u00fc sat\u0131n alma bedelleri ile b\u00fcnyelerine katt\u0131klar\u0131 g\u00f6r\u00fclmektedir. \u00d6rne\u011fin konsol oyunlar\u0131 konusunda faaliyet g\u00f6steren bir yaz\u0131l\u0131m firmas\u0131 7,5 Milyar Dolar\u2019a, mobil oyun sekt\u00f6r\u00fcnde faaliyet g\u00f6steren bir yaz\u0131l\u0131m firmas\u0131 ise 5,9 Milyar Dolar\u2019a sat\u0131lm\u0131\u015ft\u0131r. Benzer \u015fekilde T\u00fcrkiye\u2019de de Peak Games firmas\u0131 Zynga taraf\u0131ndan 1,8 Milyar Dolara sat\u0131n al\u0131nm\u0131\u015f ve T\u00fcrkiye\u2019den \u00e7\u0131kan ilk unicorn firmas\u0131 olmu\u015ftur.<sup>5<\/sup><\/p>\n\n\n\n<p>Bilgi ileti\u015fim teknolojilerinin geli\u015fimi ve yayg\u0131nla\u015fmas\u0131 ve buna paralel mobil cihaz sahipli\u011finin artmas\u0131 sonucunda T\u00fcrkiye\u2019de de oyun sekt\u00f6r\u00fc h\u0131zl\u0131 bir geli\u015fme kaydetmi\u015ftir. Bu durum, hem kullan\u0131c\u0131 hem de oyun geli\u015ftiricilerinin say\u0131s\u0131 ve niteli\u011fi bak\u0131m\u0131ndan kendini g\u00f6stermektedir. 2019 y\u0131l\u0131 verilerine g\u00f6re, T\u00fcrkiye\u2019de oyuncu say\u0131s\u0131n\u0131n bir \u00f6nceki y\u0131la g\u00f6re 2 Milyon ki\u015fi artarak 32 milyona \u00e7\u0131kt\u0131\u011f\u0131, buna paralel olarak toplam oyun has\u0131lat\u0131n\u0131n da 830 Milyon Dolar\u2019a y\u00fckseldi\u011fi, 2020 y\u0131l\u0131nda da ise 1 Milyar dolar\u0131 a\u015fmas\u0131n\u0131n beklendi\u011fi g\u00f6r\u00fclmektedir. Bu beklentide Covid-19 pandemisi s\u00fcrecinde t\u00fcm d\u00fcnyada oldu\u011fu gibi T\u00fcrkiye\u2019de de oyun sekt\u00f6r\u00fcndeki b\u00fcy\u00fcmenin daha da h\u0131zlanm\u0131\u015f olmas\u0131n\u0131n etkisi b\u00fcy\u00fckt\u00fcr.<sup>6 <\/sup>Yap\u0131lan \u00e7al\u0131\u015fmalar pandemi s\u00fcrecinde k\u00fcresel oyun pazar\u0131n\u0131n %12 b\u00fcy\u00fcd\u00fc\u011f\u00fcn\u00fc, bu d\u00f6nemde oyunlar \u00fczerinden yap\u0131lan harcamalar\u0131n t\u00fcm d\u00fcnya genelinde %39, T\u00fcrkiye\u2019de ise %20\u2019den fazla artt\u0131\u011f\u0131n\u0131 g\u00f6stermektedir.<sup>7<\/sup><\/p>\n\n\n\n<p>Dijital oyun sekt\u00f6r\u00fcn\u00fcn hem d\u00fcnyada hem de T\u00fcrkiye\u2019de g\u00f6sterdi\u011fi bu h\u0131zl\u0131 b\u00fcy\u00fcme k\u00fcresel ticaretten pay alabilmek i\u00e7in de bir f\u0131rsat haline gelmektedir. Oyun sekt\u00f6r\u00fcnde oyun geli\u015ftiricisi olarak yer alabilmek milyarlarca kullan\u0131c\u0131ya hizmet sunabilme olana\u011f\u0131n\u0131 ve bu do\u011frultuda ciddi bir gelir elde etme imkan\u0131n\u0131 sa\u011flamaktad\u0131r. Y\u00fcksek katma de\u011ferli bir sekt\u00f6r olarak oyun sekt\u00f6r\u00fcn\u00fcn bu \u00e7er\u00e7evede geli\u015fmesi T\u00fcrkiye\u2019nin d\u0131\u015f ticaretine pozitif y\u00f6nl\u00fc etkide bulunaca\u011f\u0131 gibi ayn\u0131 zamanda yaz\u0131l\u0131m sekt\u00f6r\u00fcn\u00fcn ve buna paralel insan kayna\u011f\u0131n\u0131n geli\u015fimine de imkan tan\u0131yacakt\u0131r.<\/p>\n\n\n\n<p>T\u00fcrkiye\u2019de oyun sekt\u00f6r\u00fcn\u00fcn geli\u015fimi i\u00e7in Sanayi ve Teknoloji Bakanl\u0131\u011f\u0131, kalk\u0131nma ajanslar\u0131, teknoloji geli\u015ftirme b\u00f6lgeleri ve sekt\u00f6r temsilcilerinin dahil oldu\u011fu sivil insiyatifler yo\u011fun \u00e7aba sarf etmekte, sekt\u00f6r\u00fcn ihtiya\u00e7lar\u0131na y\u00f6nelik te\u015fviklerden kulu\u00e7ka programlar\u0131na kadar farkl\u0131 uygulamalar geli\u015ftirilmektedir. Nitekim hem oyun geli\u015ftirici firmalar\u0131n \u00fcst\u00fcn gayreti hem de ekosistem payda\u015flar\u0131n\u0131n destekleri ile son 5 y\u0131lda dijital oyun sekt\u00f6r\u00fcn\u00fcn T\u00fcrkiye\u2019de geli\u015fim g\u00f6stermesi yabanc\u0131 oyun firmalar\u0131n\u0131n da dikkatini \u00e7ekmi\u015f, bu s\u00fcre\u00e7te T\u00fcrkiye merkezli firmalara yakla\u015f\u0131k 5 Milyar Dolar yat\u0131r\u0131m yap\u0131lm\u0131\u015ft\u0131r. T\u00fcrkiye\u2019de \u00fcretilen oyunlar\u0131n yakla\u015f\u0131k %90\u2019\u0131n\u0131n k\u00fcresel oyun pazar\u0131nda d\u00fcnya genelindeki kullan\u0131c\u0131larla bulu\u015fuyor olmas\u0131 da sekt\u00f6r\u00fcn ciddi bir ihracat potansiyeli oldu\u011funu ve alan\u0131n yeni yat\u0131r\u0131m ve giri\u015fimlere a\u00e7\u0131k oldu\u011funu g\u00f6stermektedir.<sup>8<\/sup><\/p>\n\n\n\n<p>Sekt\u00f6r\u00fcn mevcut durumunu ve ihtiya\u00e7lar\u0131n\u0131 analiz etmeye y\u00f6nelik yap\u0131lan \u00e7al\u0131\u015fmalar g\u00f6stermektedir ki T\u00fcrkiye\u2019de dijital oyun sekt\u00f6r\u00fcn\u00fcn b\u00fcy\u00fcme h\u0131z\u0131n\u0131 daha da art\u0131rmas\u0131 ve d\u00fcnyadaki di\u011fer firmalarla rekabetini g\u00fc\u00e7lendirmesi i\u00e7in gen\u00e7 ya\u015ftan ba\u015flayarak nitelikli insan kayna\u011f\u0131n\u0131n yeti\u015ftirilmesi, ortak kullan\u0131ma y\u00f6nelik fiziki olanaklar\u0131n geli\u015ftirilmesi, sekt\u00f6r\u00fcn geli\u015fimi i\u00e7in kamusal destek sa\u011flanmas\u0131 ve oyun sekt\u00f6r\u00fc akt\u00f6rleri aras\u0131nda i\u015fbirli\u011fini sa\u011flayacak yap\u0131lar\u0131n mevcudiyeti b\u00fcy\u00fck \u00f6nem ta\u015f\u0131maktad\u0131r.<\/p>\n\n\n\n<p><strong>Kaynak\u00e7a<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\"><li><a href=\"https:\/\/img06.en25.com\/Web\/Unity\/%7B1d8bb073-24ca-45ae-9b26-4ec9ac2e3fb4%7D_Unity-Monetization-Covid-19-Insights-v3.7.pdf?elqTrackId=0cf1b3ba3dd04d708e2731e75ddaa324&amp;elqaid=2721&amp;elqat=2\">Covid-19\u2019s Impact on the Gaming Industry: 19 Takeaways, Unity, 2020.<\/a><\/li><li><a href=\"https:\/\/www.cyberpark.com.tr\/content\/upload\/bulletins\/documents\/cyberspot16-20190704091856.pdf\">Cyber Spot, Cyberpark, 2019.<\/a><\/li><li><a href=\"http:\/\/www.clairfield.com\/wp-content\/uploads\/2017\/02\/Gaming-Industry-and-Market-Report-2018.01-2.pdf\">Gaming Industry and Market Report, 2018.<\/a><\/li><li><a href=\"https:\/\/www.simon-kucher.com\/nl\/node\/5775#:~:text=Gaming%20is%20one%20of%20the,increase%20in%20video%20game%20streaming.\">Global Gaming Study: More Gamers Spending More Money in COVID lockdowns \u2013 Which Publishers Will Benefit?, Simon Kucher, 2020;<\/a><\/li><li><a href=\"https:\/\/www.guvenliweb.org.tr\/dosya\/RjARy.pdf\">Dijital Oyunlar Raporu, G\u00fcvenli \u0130nternet Merkezi, 2019.<\/a><\/li><li><a href=\"https:\/\/resources.newzoo.com\/hubfs\/2019_Free_Global_Game_Market_Report.pdf\">Newzoo Global Market Report, 2019.<\/a><\/li><li><a href=\"https:\/\/platform.newzoo.com\/markets\/sizing-and-metrics\">Newzoo Platformu \u0130statistikleri<\/a>, 2018.;<\/li><li><a href=\"https:\/\/newzoo.com\/products\/reports\/global-games-market-report\/\">Newzoo, Global Game Market Report Premium, 2018<\/a>;<\/li><li><a href=\"https:\/\/www.statista.com\/outlook\/203\/100\/video-games\/worldwide\">Statista Video Oyunlar\u0131 \u0130statistikleri<\/a><\/li><li><a href=\"https:\/\/www.gaminginturkey.com\/tr\/turkiye-oyun-sektoru-raporu-2019\/\">T\u00fcrkiye Oyun Sekt\u00f6r\u00fc Raporu, Gaming T\u00fcrkiye, 2019.<\/a><\/li><\/ul>\n\n\n\n<p><strong>Dipnotlar<\/strong><\/p>\n\n\n\n<p>1 <a href=\"https:\/\/www.guvenliweb.org.tr\/dosya\/RjARy.pdf\">G\u00fcvenli \u0130nternet Merkezi, Dijital Oyunlar Raporu, 2019.<\/a><\/p>\n\n\n\n<p>2 <a href=\"https:\/\/newzoo.com\/products\/reports\/global-games-market-report\/\">Newzoo, Global Game Market Report Premium, 2018<\/a>; <a href=\"https:\/\/www.guvenliweb.org.tr\/dosya\/RjARy.pdf\">G\u00fcvenli \u0130nternet Merkezi, Dijital Oyunlar Raporu, 2019.<\/a><\/p>\n\n\n\n<p>3 <a href=\"https:\/\/www.guvenliweb.org.tr\/dosya\/RjARy.pdf\">G\u00fcvenli \u0130nternet Merkezi, Dijital Oyunlar Raporu, 2019<\/a>; <a href=\"https:\/\/platform.newzoo.com\/markets\/sizing-and-metrics\">Newzoo Platformu \u0130statistikleri<\/a>, 2018.; <a href=\"https:\/\/resources.newzoo.com\/hubfs\/2019_Free_Global_Game_Market_Report.pdf\">Newzoo Global Market Report, 2019.<\/a><\/p>\n\n\n\n<p>4 <a href=\"https:\/\/www.statista.com\/outlook\/203\/100\/video-games\/worldwide\">Statista Video Oyunlar\u0131 \u0130statistikleri<\/a><\/p>\n\n\n\n<p>5\u00a0 <a href=\"https:\/\/investor.activision.com\/news-releases\/news-release-details\/activision-blizzard-acquire-king-digital-entertainment-59\">Activision Blizzard Kamuoyu Bilgilendirmesi<\/a>; <a href=\"https:\/\/news.microsoft.com\/2020\/09\/21\/microsoft-to-acquire-zenimax-media-and-its-game-publisher-bethesda-softworks\/\">Microsoft Kamuoyu Bilgilendirmesi<\/a>; <a href=\"https:\/\/investor.zynga.com\/\">Zynga Kamuoyu Bilgilendirmesi<\/a> <\/p>\n\n\n\n<p>6 Global Gaming Study: More Gamers Spending More Money in COVID lockdowns \u2013 Which Publishers Will Benefit?, Simon Kucher, 2020; <a href=\"https:\/\/img06.en25.com\/Web\/Unity\/%7B1d8bb073-24ca-45ae-9b26-4ec9ac2e3fb4%7D_Unity-Monetization-Covid-19-Insights-v3.7.pdf?elqTrackId=0cf1b3ba3dd04d708e2731e75ddaa324&amp;elqaid=2721&amp;elqat=2\">Covid-19\u2019s Impact on the Gaming Industry: 19 Takeaways, Unity, 2020.<\/a><\/p>\n\n\n\n<p>7 <a href=\"https:\/\/www.gaminginturkey.com\/tr\/turkiye-oyun-sektoru-raporu-2019\/\">T\u00fcrkiye Oyun Sekt\u00f6r\u00fc Raporu, Gaming T\u00fcrkiye, 2019.<\/a> <\/p>\n\n\n\n<p>8 <a href=\"https:\/\/www.cyberpark.com.tr\/content\/upload\/bulletins\/documents\/cyberspot16-20190704091856.pdf\">Cyber Spot, Cyberpark, 2019.<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>K\u00fcresel ticaretin yeni ve g\u00fc\u00e7l\u00fc bir bile\u015feni olan dijital oyun sekt\u00f6r\u00fc, teknolojide ya\u015fanan geli\u015fmeler neticesinde \u00f6zellikle son 10 y\u0131lda d\u00fcnya ticaretinde \u00f6nemli bir yer edinmi\u015f ve g\u00fcn ge\u00e7tik\u00e7e g\u00fc\u00e7lenen ve b\u00fcy\u00fcyen bir sekt\u00f6r haline gelmi\u015ftir.<\/p>\n","protected":false},"author":6,"featured_media":536,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"footnotes":""},"categories":[3],"tags":[159,63,158,7],"class_list":["post-516","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-yenilik-girisimcilik","tag-dijital-oyun-sektoru","tag-girisimcilik","tag-oyun-girisimciligi","tag-yenilik-ve-girisimcilik"],"_links":{"self":[{"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/posts\/516","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/users\/6"}],"replies":[{"embeddable":true,"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/comments?post=516"}],"version-history":[{"count":1,"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/posts\/516\/revisions"}],"predecessor-version":[{"id":537,"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/posts\/516\/revisions\/537"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/media\/536"}],"wp:attachment":[{"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/media?parent=516"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/categories?post=516"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/kalkinmaguncesi.izka.org.tr\/index.php\/wp-json\/wp\/v2\/tags?post=516"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}