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Esports - Romania

Romania
  • In Romania, revenue in the Esports market is projected to reach US$14.3m in 2024.
  • The revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.59%, resulting in a projected market volume of US$18.8m by 2029.
  • The largest market within this market is Esports Betting, which is anticipated to have a market volume of US$9.3m in 2024.
  • Most revenue is generated the United States, with a projected market volume of US$1.1bn in 2024.
  • In the Esports market, the number of users in Romania is expected to amount to 4.4m users by 2029.
  • User penetration in Romania will be 18.8% in 2024 and is expected to reach 23.2% by 2029.
  • The average revenue per user (ARPU) in Romania is expected to amount to US$3.89.
  • Romania's burgeoning esports scene is increasingly attracting international attention, fostering local talent and enhancing community engagement through competitive gaming events and tournaments.

Definition:

Esports, short for electronic sports, refers to competitive video gaming where professional players or teams compete in various multiplayer video games. These competitions are often organized into leagues, tournaments, and events, attracting both online and offline audiences. Esports has grown into a global industry, with players, sponsors, and spectators contributing to its popularity and economic significance.

Structure:

The Esports market can be divided into 6 different parts. First, Sponsorship & Advertising, which refers to revenues made from sponsorship deals and advertising for events and tournaments. Merchandise & Ticketing refers to the revenues generated mainly from tournament tickets and the merchandise that comes with it. Additionally, Streaming, Media Rights and Publisher Fees, which all refers to the revenue that is associated with broadcasting Esports events accross various channels. Lastly, Esports Betting includes the betting on outcomes of Esport events.

Additional information:

The market comprises revenues, ad spendings, users, average revenue per user, and penetration rates. Revenues are generated through advertising spending and consumer spending. Sales channel data shows both online and offline revenues. Information on Esports betting can also be found in the Digital Market Insights. All monetary figures refer to the annual gross revenue.
Key players of the market include companies or teams such as FaZe, Cloud9 or TSM.
For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Professional and semi-professional gaming competitions, such as Semi-Pro League
  • Tournaments and leagues, such as Dota 2 The International
  • Sponsorship deals and advertising, such as FaZe and Steelseries
  • Merchandise and ticketing for Esport tournaments
  • Streaming of tournaments, such as streaming on Twitch

Out-Of-Scope

  • Amateur competitions, such as Amateur Esports League
  • Streaming revenues of non-organized competitive gaming, such as casual gaming on Twitch
  • Digital and physical sales from video games, such as sales of Call of Duty
  • Digital tools associated with revenues from Esports, such as Teamspeak or Discord
Esports: market data & analysis - Cover

Market Insights report

Esports: market data & analysis

Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Analyst Opinion

    The eSports market in Romania has seen moderate growth due to factors such as increasing investment in sponsorship and advertising, growing popularity of merchandise and ticket sales, and the rise of streaming and media rights deals. However, the market's growth rate is minimal due to factors such as limited government support and restrictions on esports betting. These factors are impacting the overall growth of the market.

    Customer preferences:
    With the rise of online gaming and the popularity of eSports, there has been a noticeable trend towards virtual events and tournaments in Romania. This has been driven by the increasing demand for remote entertainment options and the convenience of participating from home. Additionally, there has been a shift towards mobile gaming, catering to the growing number of smartphone users and their preference for on-the-go gaming experiences. This trend is expected to continue, as the younger generation continues to embrace digital platforms for their leisure activities.

    Trends in the market:
    In Romania, the eSports market is experiencing a surge in mobile gaming, with a growing number of players using smartphones to access popular eSports titles such as League of Legends and Counter-Strike: Global Offensive. This trend is significant as it allows for greater accessibility and convenience for players, as well as potential for growth in the mobile gaming market. Additionally, there is an increase in partnerships and sponsorships between eSports organizations and traditional sports leagues, highlighting the growing legitimacy and mainstream appeal of the industry. This trend could have potential implications for industry stakeholders, as it opens up opportunities for cross-promotion and collaboration between different sectors.

    Local special circumstances:
    In Romania, the eSports market is seeing rapid growth due to the country's strong gaming culture and the increasing availability of high-speed internet. This has led to a rise in local tournaments and the emergence of professional eSports teams. Additionally, the government's favorable stance towards the gaming industry and supportive policies have further fueled the market's growth. The country's relatively low cost of living and high level of digital literacy have also made it an attractive destination for international eSports events. These factors, combined with Romania's geographical location at the crossroads of Europe, have made it a key player in the European eSports market.

    Underlying macroeconomic factors:
    The eSports market in Romania is affected by various macroeconomic factors, including the global economic climate, the country's economic stability, fiscal policies, and other financial indicators. The overall global growth of the eSports market is driven by technological advancements and the increasing popularity of online gaming. In Romania, the market is also influenced by the country's economic health, with regions experiencing stronger economic growth seeing a higher demand for eSports. Additionally, favorable regulatory environments and investments in digital infrastructure can accelerate the growth of the eSports market in Romania. The rising prevalence of gaming culture and the increasing spending power of younger generations also contribute to the growth of the market.

    Reach

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the Esports market, which comprises revenues from and users of professional competitive gaming content. This includes any professional and semiprofessional gaming competitions within tournaments or leagues that offer a championship title or prize money. All figures are based on net revenues and exclude agency commissions, rebates, and production costs.

    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.

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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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