Gaming Hardware - Romania

  • Romania
  • Revenue in the Gaming Hardware market market in Romania is forecasted to reach US$310.10m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.17%, leading to a projected market volume of US$438.40m by 2029.
  • Within the Gaming Hardware market market in Romania, the number of users is projected to reach 481.7k users by 2029.
  • User penetration is set to be 2.2% in 2024 and is projected to increase to 2.5% by 2029.
  • The average revenue per user (ARPU) is expected to be US$720.10.
  • When compared globally, the highest revenue will be generated in China (US$33,310.00m in 2024).
  • In Romania, the demand for high-end gaming hardware in the media market is surging, driven by a growing interest in eSports and online gaming.

Key regions: Germany, United Kingdom, China, United States, Japan

 
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Analyst Opinion

The Gaming Hardware market in Romania has been experiencing significant growth in recent years, driven by several key factors.

Customer preferences:
Romanian consumers have shown a growing interest in gaming, with an increasing number of people participating in gaming activities. This has led to a higher demand for gaming hardware, including gaming consoles, gaming PCs, and gaming accessories. Gamers in Romania are looking for high-performance hardware that can provide them with a seamless gaming experience. They prioritize features such as fast processors, high-resolution displays, and advanced graphics cards. Additionally, there is a growing trend towards online gaming, which has further fueled the demand for gaming hardware.

Trends in the market:
One of the key trends in the gaming hardware market in Romania is the rising popularity of gaming laptops. These portable devices offer the convenience of gaming on the go, allowing gamers to play their favorite games wherever they are. Gaming laptops have become increasingly powerful and affordable, making them an attractive option for Romanian gamers. Another trend is the increasing demand for gaming accessories, such as gaming keyboards, gaming mice, and gaming headsets. These accessories enhance the gaming experience and provide gamers with a competitive edge.

Local special circumstances:
Romania has a relatively young population, with a high percentage of tech-savvy individuals. This demographic is more likely to be interested in gaming and willing to invest in gaming hardware. Additionally, Romania has a growing middle class with increasing disposable income, which has contributed to the rising demand for gaming hardware. The country also has a strong gaming community, with regular gaming events and competitions, further driving the demand for gaming hardware.

Underlying macroeconomic factors:
The Romanian economy has been growing steadily in recent years, which has had a positive impact on consumer spending. The increasing disposable income has allowed more Romanians to afford gaming hardware. Additionally, the government has made efforts to improve internet infrastructure in the country, which has facilitated online gaming and increased the demand for gaming hardware. The growth of e-commerce in Romania has also made gaming hardware more accessible to consumers, further boosting the market. Overall, the gaming hardware market in Romania is experiencing significant growth due to the increasing interest in gaming, the rising popularity of gaming laptops, and the growing demand for gaming accessories. The young and tech-savvy population, along with the improving economy and infrastructure, are driving the market forward. With these trends and special circumstances in place, the gaming hardware market in Romania is expected to continue its growth trajectory in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Gaming Hardware market, which includes various types of gaming devices such as consoles, gaming PCs and laptops, and peripherals. This market covers both online and offline sales of gaming hardware. All monetary figures refer to consumer spending on these hardware products and accessories. This spending considers any discounts, margins, and taxes.

Modeling approach / Market size:

The market size is determined through a comprehensive approach. We utilize data from annual financial reports of leading companies, industry associations, third-party studies and reports, primary research surveys (e.g., Consumer Insights), and performance metrics (e.g., user adoption rates, price points, usage patterns) to analyze the markets. To estimate the segment size for each country, we consider relevant key market indicators and data from country-specific industry associations. This includes macroeconomic indicators, historical trends, current market dynamics, and reported performance metrics of key industry players. Factors like average prices and purchase frequencies are considered.

Forecasts:

We apply diverse forecasting techniques tailored to the behavior of the specific market. For instance, methods like trend smoothing and adoption curve analysis are well-suited for forecasting trends in gaming hardware, considering the evolving nature of technology adoption. The main drivers influencing forecasts include economic indicators such as GDP per capita, consumer spending per capita, and technological advancements like 5G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated biannually to reflect any changes in market dynamics. The impact of external factors, such as the COVID-19 pandemic, is considered at the country-specific level. The text incorporates current exchange rates in its modeling. Additionally, any impacts from events like the Russia-Ukraine war or significant industry developments are considered on a country-specific basis. The market information is refreshed twice a year. In some instances, updates are made on an ad hoc basis, such as when new pertinent data is released or substantial shifts within the market impact projected trends. Consumer Insights data is reweighted to ensure representativeness.

Overview

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