Gaming Networks - Romania

  • Romania
  • In Romania, revenue in the Gaming Networks market market is projected to reach US$30.12m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.94%, resulting in a projected market volume of US$46.21m by 2029.
  • In this market, the number of users in Romania is expected to amount to 1.2m users by 2029.
  • User penetration will be 4.0% in 2024 and is anticipated to rise to 6.1% by 2029.
  • In a global context, the majority of revenue will be generated the United States, which is projected to reach US$757.60m in 2024.
  • The average revenue per user (ARPU) in Romania's Gaming Networks market market is projected to amount to US$38.47 in 2024.
  • In Romania, the gaming networks sector is witnessing a surge in popularity, driven by increased internet accessibility and a vibrant gaming community.

Key regions: United Kingdom, United States, France, Asia, Europe

 
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Analyst Opinion

The Gaming Networks market in Romania is experiencing significant growth and development, driven by various factors such as customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

Customer preferences:
Romanian gamers have shown a strong preference for online gaming networks, which provide them with a wide range of games and the opportunity to connect and compete with players from around the world. The convenience and accessibility of online gaming networks have made them increasingly popular among both casual and hardcore gamers in Romania. Additionally, the rise of mobile gaming has further fueled the demand for gaming networks, as more and more people are using their smartphones and tablets to play games on the go.

Trends in the market:
One of the key trends in the gaming networks market in Romania is the increasing popularity of eSports. eSports refers to competitive video gaming, where professional gamers compete against each other in organized tournaments. The growth of eSports has led to the emergence of dedicated gaming networks and platforms that cater specifically to this segment. In Romania, there has been a significant increase in the number of eSports tournaments and events, attracting both local and international participants. This trend has not only boosted the popularity of gaming networks but has also created new opportunities for sponsorship and advertising. Another trend in the market is the integration of virtual reality (VR) and augmented reality (AR) technologies into gaming networks. These technologies provide a more immersive and interactive gaming experience, allowing players to feel like they are part of the game world. In Romania, there is a growing interest in VR and AR gaming, with more gamers seeking out gaming networks that offer these features. This trend is expected to continue as VR and AR technologies become more affordable and accessible.

Local special circumstances:
Romania has a young and tech-savvy population, which has contributed to the growth of the gaming networks market. The country has a high internet penetration rate, and the majority of the population is active on social media platforms. This has created a favorable environment for the development of gaming networks, as gamers in Romania are well-connected and eager to explore new gaming experiences.

Underlying macroeconomic factors:
The gaming networks market in Romania is also influenced by underlying macroeconomic factors. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income and consumer spending. As a result, more people in Romania are able to afford gaming consoles, PCs, and mobile devices, which are essential for accessing gaming networks. Additionally, the government has implemented policies to promote the development of the technology sector, which has further supported the growth of the gaming networks market. In conclusion, the Gaming Networks market in Romania is experiencing significant growth and development due to customer preferences for online gaming networks, the rise of eSports and the integration of VR and AR technologies, the country's young and tech-savvy population, and underlying macroeconomic factors such as economic growth and government support for the technology sector.

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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