Games - Romania

  • Romania
  • In Romania, the revenue in the Games market is forecasted to reach US$666.30m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 7.61%, leading to a projected market volume of US$961.30m by 2029.
  • When compared globally, the majority of revenue will be generated in China (US$128.90bn in 2024).
  • Within the Games market, the number of users is projected to reach 6.0m users by 2029.
  • User penetration is set to be 27.1% in 2024 and is forecasted to reach 31.7% by 2029.
  • The average revenue per user (ARPU) is expected to be [arpu_firstmarket_yeartoday].
  • In Romania, the gaming industry is booming, with a surge in popularity of local game developers creating innovative content for the market.

Key regions: United Kingdom, Germany, India, United States, South Korea

 
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Analyst Opinion

The Games market in Romania has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances.

Customer preferences:
Romanian consumers have shown a growing interest in gaming, with a particular focus on mobile and online gaming. This shift in preferences can be attributed to the increasing availability of smartphones and affordable internet access. Additionally, the rise of social media and streaming platforms has contributed to the popularity of gaming, as more individuals are exposed to gaming content and are encouraged to participate in the gaming community.

Trends in the market:
One of the key trends in the Romanian Games market is the increasing demand for mobile gaming. The convenience and portability of smartphones have made mobile gaming a popular choice among consumers. This trend is further fueled by the development of high-quality mobile games and the availability of in-app purchases, which provide additional revenue streams for game developers. Another trend in the market is the growth of online gaming. With the improvement of internet infrastructure in Romania, more individuals have access to high-speed internet connections, enabling them to engage in online multiplayer games. This trend has led to the emergence of esports as a popular form of entertainment, with competitive gaming tournaments attracting a large audience.

Local special circumstances:
Romania has a young population, with a significant proportion of the population falling within the age group that is most engaged in gaming. This demographic factor has contributed to the growth of the Games market in the country, as younger individuals tend to be more tech-savvy and open to new forms of entertainment. Furthermore, the relatively low cost of living in Romania compared to other European countries has made gaming more accessible to a wider audience. The affordability of gaming consoles, PCs, and smartphones, coupled with the availability of affordable internet packages, has made it easier for consumers to engage in gaming activities.

Underlying macroeconomic factors:
The strong economic growth in Romania has positively impacted the Games market. As disposable incomes increase, consumers have more spending power to invest in gaming-related products and services. This has led to an increase in the sales of gaming consoles, PCs, and accessories. Moreover, the government's efforts to support the digital economy and promote innovation have created a favorable environment for the Games market to thrive. Initiatives such as tax incentives for game developers and investments in technology infrastructure have attracted both local and international companies to invest in the Romanian gaming industry. In conclusion, the Games market in Romania is experiencing significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The increasing popularity of mobile and online gaming, coupled with the young demographic and affordable living costs, has created a conducive environment for the market to flourish. With continued economic growth and government support, the Games market in Romania is expected to continue its upward trajectory in the coming years.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Games market, which is divided into Physically Sold Video Games and Digital Video Games. Physically Sold Video Games comprises revenues associated with in-person purchases of video games in retail stores. 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
  • Demographics
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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