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VR Advertising - Romania

Romania
  • In Romania, revenue in the VR Advertising market market is projected to reach US$491.8k in 2024.
  • This revenue is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 1.56%, leading to a projected market volume of US$531.4k by 2029.
  • While the majority of revenue in the global context is generated the United States, Romania's projected market volume is US$47.4m in 2024.
  • In Romania, the VR advertising market is experiencing a surge in interest, driven by innovative startups and increasing consumer engagement with immersive technologies.

The VR Advertising market includes revenues generated from video games and VR videos that can be accessed via any platform. These revenues can come from in-game advertising, i.e., the ads are placed in the virtual environment or integrated into VR videos or apps. All revenue data solely refers to B2C transactions.

In-Scope

  • In-game and video advertising displayed in virtual reality games or apps
  • Revenue from advertising integrated into virtual reality video games that can be accessed via any platform, such as Steam
  • Revenue from advertising in virtual reality video apps that can be accessed via any platform

Out-Of-Scope

  • B2B advertising revenues
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Study Details

    Revenue

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Analyst Opinion

    The VR Advertising market in Romania has been experiencing significant growth in recent years. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors all contribute to this development.

    Customer preferences:
    Customers in Romania are increasingly interested in immersive and interactive advertising experiences. Virtual reality (VR) offers a unique and engaging way for brands to connect with their target audience. By creating virtual environments and experiences, advertisers can capture the attention and interest of consumers, leading to higher brand awareness and potentially increased sales.

    Trends in the market:
    One of the key trends in the VR Advertising market in Romania is the adoption of VR technology by businesses. Many companies are recognizing the potential of VR as a marketing tool and are investing in creating VR advertising campaigns. This trend is driven by the increasing availability of VR devices and the growing popularity of VR content among consumers. Another trend in the market is the integration of VR technology with social media platforms. Brands are leveraging social media channels to distribute VR content and reach a larger audience. This integration allows for more interactive and shareable experiences, further enhancing the effectiveness of VR advertising campaigns.

    Local special circumstances:
    Romania has a growing technology sector and a young population that is receptive to new technologies. This creates a favorable environment for the development of the VR Advertising market. Additionally, the cost of VR devices has been decreasing, making them more accessible to consumers and businesses in Romania.

    Underlying macroeconomic factors:
    The overall economic growth in Romania has contributed to the development of the VR Advertising market. As the economy expands, businesses have more resources to invest in innovative marketing strategies, such as VR advertising. Furthermore, the increasing disposable income of consumers allows them to purchase VR devices, further driving the demand for VR advertising experiences. In conclusion, the VR Advertising market in Romania is developing due to customer preferences for immersive and interactive advertising experiences, trends in the market such as the adoption of VR technology by businesses and the integration of VR with social media platforms, local special circumstances including the growing technology sector and young population, and underlying macroeconomic factors such as economic growth and increasing disposable income. This growth presents opportunities for businesses to engage with consumers in innovative ways and create memorable advertising experiences.

    Global Comparison

    Most recent update: Apr 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on VR advertising revenue, which includes advertising that is integrated into the virtual world within video games and videos.

    Modeling approach / market size:

    The market size is determined through a top-down approach. We use annual financial reports of the market-leading companies and industry associations, as well as third-party studies and reports 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 consumer spending, internet penetration, 4G coverage, and historical developments.

    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 level of digitalization, adoption of technology, GDP per capita, and internet penetration.

    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 and the Russia-Ukraine war are considered at a country-specific level. 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).

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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    Virtual reality (VR) - statistics & facts

    Virtual reality (VR) is a simulated experience similar to or completely different from the real world. VR aims to create a sensory experience for the user, sometimes including sight, touch, hearing, smell, or even taste. The industry is growing at a fast pace, with the global VR market size projected to increase from less than 12 billion U.S. dollars in 2022 to more than 22 billion U.S. dollars by 2025. Both the enterprise and consumer segments, including the increased development of the VR gaming industry, are expected to profit from the forecast growth.
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