Download Games - Romania

  • Romania
  • In Romania, revenue in the Download Games market market is projected to reach US$65.29m in 2024.
  • Revenue in this market is expected to demonstrate an annual growth rate (CAGR 2024-2029) of 4.13%, resulting in a projected market volume of US$79.95m by 2029.
  • By 2029, the number of users in the Download Games market market in Romania is expected to amount to 3.1m users.
  • User penetration in Romania is anticipated to be 15.7% in 2024 and is expected to increase to 16.4% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is projected to reach US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market in Romania is projected to be US$21.17 in 2024.
  • In Romania, the rising popularity of mobile gaming is significantly shaping the demand for downloadable games in the media market.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in Romania has experienced significant growth in recent years, driven by changing customer preferences and the increasing availability of high-speed internet access.

Customer preferences:
Romanian consumers have shown a strong preference for digital downloads of games, as opposed to physical copies. This can be attributed to several factors, including convenience, lower prices, and the ability to access a wide variety of games instantly. With the rise of online platforms and digital distribution services, customers can easily browse and purchase games from the comfort of their own homes, without the need to visit physical stores or wait for delivery.

Trends in the market:
One of the key trends in the Romanian Download Games market is the increasing popularity of mobile gaming. With the widespread adoption of smartphones and tablets, more and more consumers are turning to mobile devices as their primary gaming platform. This trend is driven by the convenience and portability of mobile gaming, as well as the availability of a wide range of high-quality games specifically designed for mobile devices. Another trend in the market is the growing demand for online multiplayer games. Romanian gamers are increasingly seeking social and interactive gaming experiences, and online multiplayer games provide the perfect platform for this. The ability to play with friends and other players from around the world adds an extra level of excitement and engagement to the gaming experience.

Local special circumstances:
Romania has a relatively young population, with a high proportion of tech-savvy young adults and teenagers. This demographic is particularly receptive to digital downloads and online gaming, as they are more likely to be familiar with technology and comfortable with online transactions. Additionally, the relatively low cost of internet access in Romania compared to other European countries makes it more accessible for a larger portion of the population.

Underlying macroeconomic factors:
The growth of the Download Games market in Romania can also be attributed to the overall growth of the country's economy. As disposable incomes increase and the standard of living improves, more consumers are able to afford gaming devices and software. The Romanian government has also made efforts to improve broadband infrastructure and increase internet penetration, which has further facilitated the growth of the Download Games market. In conclusion, the Download Games market in Romania has experienced significant growth in recent years, driven by changing customer preferences, the popularity of mobile gaming, and the increasing availability of high-speed internet access. The young and tech-savvy population, along with the improving economy and government support, are key factors contributing to the growth of the market.

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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