{
"$type": "site.standard.document",
"bskyPostRef": {
"cid": "bafyreic675c6rs2d5iu7uqh5y4scb6z54sr5qg5ensj3buoj4zulna6ibi",
"uri": "at://did:plc:v2sj2b5opwdmko6yj26o4n4a/app.bsky.feed.post/3mfcg7lgp7rq2"
},
"coverImage": {
"$type": "blob",
"ref": {
"$link": "bafkreidrcxxb2nzxsefykhj43c7iz7sxipsw6rynzn5i6iaz5m2z4af7te"
},
"mimeType": "image/png",
"size": 2839003
},
"description": "The 2025 version of the Game Industry Report, prepared for 10 years by Gaming in MENA | EU, revealed current market data and main trends for the sector.",
"path": "/the-gaming-sector-exceeded-the-1-billion-threshold-2025-goals-achieved/",
"publishedAt": "2026-02-20T15:26:16.000Z",
"site": "https://gamingally.net",
"tags": [
"_gaming guides_",
"_system requirements_",
"_Instagram_",
"_Twitter_"
],
"textContent": "The gaming sector reached a volume of **$1.01 billion** in 2025, recording approximately 25% growth in dollar terms. With nearly 50 million players, the internet usage rate reached 90.9%.\n\nThe **“Game Industry Report”** , prepared for 10 consecutive years by Gaming in MENA | EU, revealed current market data and main trends in its 2025 version. According to the report, the market size, which was in the **$810 million range in 2024** , rose to **$1 billion 10 million in 2025** , exceeding the **$1 billion threshold**.\n\n## Sector Grew by 24.69% in Dollar Terms\n\nAccording to the data in the report, the gaming market showed an increase of approximately **$200 million** in 2025 compared to the previous year. The number of internet users is **approximately 77 million** , while the internet usage rate in the **16–74 age** group reached **90.9%**. The number of active players is approaching the **50 million mark** , with **46% female** and **54% male** players.\n\n## Ozan Aydemir: “Uncontrolled Expansion Ended, Mastery Period Began”\n\nGaming in MENA | EU CEO **Ozan Aydemir** summarized the new era in the global gaming market with these words:\n\n“The story of the global gaming market's uncontrolled rapid expansion has ended; now the period of deepening and mastery has begun. The engine of growth is no longer just gaining new players; it is measured by how connected existing players remain to our worlds and how correctly communities are managed. While infrastructure is strengthening, reaching the player is technically more possible than ever; however, the competition for that player's time and interest is more intense than ever.”\n\n## Smart Investment and Quality Growth Era\n\nAydemir emphasized that the entrepreneurship and investment climate has evolved into a more selective and “smart” structure. Investment data showed that despite the cautious course of investment rounds in 2025, exits continued and potential was maintained. Aydemir also noted that the increase in fiber access and broadband directly affects the gaming experience; gaming is no longer just content, but a “package of experience” offered through the combination of access, service, and community.\n\n## Digital Local Developers Guide\n\nUnlike previous years, the report presents data in an **analysis and interpretation** format rather than a static list of names, due to the rapidly changing nature of the ecosystem. As a result of the monitoring conducted throughout the year, a more up-to-date and accurate panorama of production capacity is being created with metrics such as the number of companies, platform-based distribution, and city-based concentration.\n\nThe report, published with the sponsorship of Billonga, Ventures, GAMEON, GPay, JAI Portal, Joygame, Joygame Select, KOCCA, and Xsolla, comprehensively covers the esports ecosystem, trends in mobile, console, and PC, and consumption habits with data-driven analysis and interpretation.\n\n_For the latest_ _gaming guides_ _and_ _system requirements_ _, you can follow GamingAlly on_ _Instagram_ _,__Twitter_ _and Google News._",
"title": "The Gaming Sector Exceeded the $1 Billion Threshold: 2025 Goals Achieved",
"updatedAt": "2026-02-20T15:26:16.000Z"
}