Games Live Streaming - Romania

  • Romania
  • Revenue in the Games Live Streaming market market in Romania is forecasted to reach US$52.74m by 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 6.88%, leading to an estimated market volume of US$73.54m by 2029.
  • By 2029, the number of users in the Games Live Streaming market market in Romania is expected to reach 6.0m users.
  • User penetration is projected to be 21.9% in 2024 and is forecasted to increase to 31.6% by 2029.
  • When compared globally, the highest revenue is predicted to be generated in China (US$2,581.00m in 2024).
  • The average revenue per user (ARPU) in the Games Live Streaming market market in Romania is estimated to be US$12.27 by 2024.
  • Romania's gaming live streaming market is witnessing a surge in viewership, with local streamers gaining popularity among the audience.

Key regions: Japan, China, Europe, France, Germany

 
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Analyst Opinion

The Games Live Streaming market in Romania is experiencing significant growth and development. Customer preferences in the market are shifting towards online gaming and live streaming platforms.

This is due to the increasing popularity of esports and the growing number of gamers in Romania. Gamers are now looking for ways to connect with other players and engage in competitive gaming, which has led to a rise in the demand for live streaming platforms. Trends in the market show that more gamers are now streaming their gameplay online to a wider audience.

This trend is driven by the desire for recognition and the potential for monetization. Gamers are able to build a following and earn income through sponsorships, donations, and advertising on their live streaming channels. This has created a competitive environment where gamers strive to attract more viewers and increase their online presence.

Local special circumstances in Romania contribute to the growth of the Games Live Streaming market. The country has a strong gaming culture, with a large number of gamers and gaming events. This creates a supportive ecosystem for live streaming platforms and encourages the development of local talent.

Additionally, Romania has a high-speed internet infrastructure, which enables smooth and uninterrupted streaming experiences for gamers and viewers. Underlying macroeconomic factors also play a role in the development of the Games Live Streaming market in Romania. The country's economy is growing, leading to increased disposable income among the population.

This allows gamers to invest in gaming equipment and accessories, as well as support their favorite streamers through donations and subscriptions. Furthermore, the availability of affordable smartphones and internet access has made live streaming more accessible to a wider audience. In conclusion, the Games Live Streaming market in Romania is experiencing rapid growth and development.

Customer preferences are shifting towards online gaming and live streaming platforms, driven by the increasing popularity of esports and the desire for recognition. Local special circumstances, such as a strong gaming culture and high-speed internet infrastructure, contribute to the growth of the market. Additionally, underlying macroeconomic factors, such as a growing economy and increased disposable income, support the development of the market.

Methodology

Data coverage:

Figures are based on company revenues, consumer spending, consumer spending on platforms, advertising spending, annual reports and funding data.

Modeling approach / Market size:

Market sizes are determined by a Top-Down approach, based on a specific rationale for the market. As a basis for evaluating markets, we use reports, third-party studies, research companies. Next we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration. This data helps us to estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited to forecast digital products and services due to the non-linear growth of technology adoption. The main drivers are consumer spending per capita, level of digitalization, video gaming revenues.

Additional Notes:

The market is updated twice per year in case market dynamics change. Consumer Insights data is unbiased for representativeness.

Overview

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