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Streaming - Romania

Romania
  • In Romania, revenue in the Streaming market is projected to reach US$646.9k in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 3.74%, which will lead to a projected market volume of US$777.3k by 2029.
  • While most revenue is generated China, the Streaming market in Romania is also showing significant potential.
  • The number of users in the Streaming market in Romania is expected to amount to 3.9m users by 2029.
  • User penetration in Romania will be 16.7% in 2024 and is expected to rise to 20.5% by 2029.
  • Furthermore, the average revenue per user (ARPU) in Romania is anticipated to reach US$0.2.
  • In Romania, the eSports streaming market is witnessing rapid growth, driven by increasing youth engagement and the rise of local gaming communities.

Definition:

Esports Streaming refers to the live broadcasting and on-demand viewing of competitive gaming content across digital platforms, allowing fans to watch their favorite games, tournaments, and players in real-time or at their convenience. This market is driven by platforms like Twitch, YouTube Gaming, and others, where millions of viewers engage with live streams, highlights, and commentary. Esports streaming not only provides entertainment but also offers a platform for advertisers, sponsors, and content creators to reach a global audience. It is a critical component of the esports ecosystem, enhancing fan interaction, expanding the reach of esports events, and generating significant revenue through ad placements, subscriptions, and viewer donations.

Additional information:

The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through consumer spending and ad spending. Sales channel data shows online revenues. 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

  • Live broadcast content
  • Professional gamers
  • Gaming related content

Out-Of-Scope

  • Video-on-Demand
  • Casual Gamers
  • Non-gaming related content
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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 streaming market in Romania is seeing minimal growth due to factors such as limited access to high-speed internet and low awareness of eSports. However, the convenience and entertainment value of online streaming are driving adoption among younger audiences.

    Customer preferences:
    The eSports market in Romania has seen a rise in popularity among younger demographics, leading to an increased demand for streaming services and platforms. This trend is influenced by the growing preference for online entertainment and the rise of gaming culture in the country. Additionally, with the rise of digital connectivity and access to high-speed internet, more consumers are turning to streaming as their primary source of eSports content, leading to a shift away from traditional media consumption. Furthermore, the emergence of local eSports teams and tournaments has also contributed to the growth of the streaming market in Romania, catering to the specific preferences of the Romanian audience.

    Trends in the market:
    In Romania, the eSports market is experiencing a surge in streaming services, with platforms like Twitch and YouTube Gaming gaining popularity among gamers and viewers. This trend is driven by the increasing availability of high-speed internet and the growing number of professional eSports teams and events in the country. As a result, industry stakeholders are investing in improving streaming infrastructure and creating exclusive content to attract and retain audiences. Additionally, this trend has opened up new opportunities for advertisers and sponsors, who can now reach a highly engaged and targeted audience through in-stream ads and sponsorships. However, the rise in streaming has also led to concerns about the impact on traditional media and the need for regulations to ensure fair competition and protect the interests of all players in the market.

    Local special circumstances:
    In Romania, the Streaming Market within the eSports Market is influenced by the country's strong gaming culture and growing interest in competitive gaming. With a high percentage of gamers and internet users, the market is poised for growth. Additionally, the country's favorable geographical location and tech-savvy population have led to the development of advanced streaming technologies. However, strict regulations on online content and limited access to high-speed internet in rural areas could hinder the market's full potential.

    Underlying macroeconomic factors:
    The streaming market within the eSports market in Romania is heavily impacted by macroeconomic factors such as economic stability, government policies, and technological advancements. The country's stable economic growth and government support for the technology sector have created a favorable environment for the growth of the streaming market. Additionally, the increasing presence of international streaming platforms and investments in digital infrastructure have further boosted the market. However, economic slowdowns or policy changes may have a significant impact on market growth, as seen in other industries. Moreover, the rising popularity of eSports and the growing number of gamers in Romania are also driving the demand for streaming services, creating a positive outlook for the market in the coming years.

    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 Streaming market, which comprises revenues from live broadcasting gaming content. 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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