Online Games - Romania

  • Romania
  • Revenue in Romania's Online Games market market is forecasted to reach US$9.14m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 9.93%, leading to a projected market volume of US$14.67m by 2029.
  • Within the Online Games market market in Romania, the number of users is expected to reach 2.5m users by 2029.
  • User penetration is set to be 11.7% in 2024 and is projected to increase to 13.0% by 2029.
  • When compared globally, the highest revenue will be generated in China (US$6,532.00m in 2024).
  • The average revenue per user (ARPU) in Romania's Online Games market market is forecasted to be US$4.00 in 2024.
  • Romania's online gaming market is flourishing with a surge in local developers creating culturally immersive media experiences for global audiences.

Key regions: France, South Korea, Europe, India, Asia

 
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Analyst Opinion

The Online Games market in Romania has been experiencing significant growth in recent years, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Romanian consumers have shown a strong preference for online games, with a growing number of people engaging in gaming activities. The convenience and accessibility of online games have made them increasingly popular among both casual and hardcore gamers. Additionally, the rise of mobile gaming has further fueled the demand for online games in Romania, as smartphones have become more affordable and widely available.

Trends in the market:
One of the key trends in the online games market in Romania is the shift towards free-to-play games. This model allows players to access and play games for free, while offering in-game purchases and microtransactions as a source of revenue for developers. This trend has attracted a larger audience, as it eliminates the barrier of entry for those who are hesitant to pay upfront for a game. Another trend in the market is the growing popularity of multiplayer online games. Romanian gamers are increasingly seeking social interaction and competition, which multiplayer games provide. This trend has led to the rise of esports in Romania, with the country hosting various gaming tournaments and events.

Local special circumstances:
Romania has a strong IT and technology sector, which has contributed to the growth of the online games market. The country has a large pool of skilled developers and a supportive ecosystem for game development. This has led to the creation of locally developed games that cater to the preferences of Romanian gamers. Furthermore, the affordability of high-speed internet and the widespread availability of internet cafes have also played a role in the growth of the online games market in Romania. These factors have made it easier for gamers to access and play online games, contributing to the overall market growth.

Underlying macroeconomic factors:
The growing economy of Romania has provided consumers with increased disposable income, allowing them to spend more on leisure activities such as online gaming. Additionally, the country's young population, with a high percentage of millennials and Gen Z, has a strong affinity for technology and digital entertainment, further driving the demand for online games. In conclusion, the Online Games market in Romania is experiencing significant growth due to customer preferences for convenience and accessibility, trends towards free-to-play and multiplayer games, local special circumstances such as a strong IT sector and affordable internet access, and underlying macroeconomic factors such as a growing economy and a young population. These factors are expected to continue driving the growth of the online games market in Romania in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

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