Definition:
The mobile games market encompasses the development, distribution, and consumption of video games specifically designed for mobile devices such as smartphones and tablets. These games are typically available for download through mobile app stores and often feature a wide range of genres, including casual, puzzle, strategy, and action games, catering to diverse audiences globally.
Additional Information:
The market comprises revenues, users, average revenue per user, and penetration rates. Revenues are generated through purchases and in-app purchases. Key players in the market are companies, such as Tencent Holdings Limited, Activision Blizzard, and Supercell.
Notes: Data was converted from local currencies using average exchange rates of the respective year.
Most recent update: Nov 2024
Source: Statista Market Insights
Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.
Most recent update: Aug 2024
Most recent update: Nov 2024
Source: Statista Market Insights
The Mobile Games market in Romania is experiencing significant growth and development.
Customer preferences: Romanian consumers have shown a strong preference for mobile games, with the market witnessing a surge in demand over the past few years. This can be attributed to the increasing smartphone penetration in the country, as well as the rising popularity of gaming among the younger population. Mobile games offer convenience and accessibility, allowing users to play anytime and anywhere, which aligns with the fast-paced lifestyle of Romanian consumers.
Trends in the market: One of the key trends in the Romanian mobile games market is the shift towards multiplayer and social gaming. This trend is driven by the desire for social interaction and competition among players. Multiplayer games allow users to connect with friends and other players, enhancing the overall gaming experience. Additionally, the increasing availability of high-speed internet and the growing popularity of eSports in Romania have contributed to the rise of multiplayer gaming. Another significant trend is the increasing adoption of in-app purchases and freemium models. Romanian mobile game developers have recognized the potential of monetizing their games through in-app purchases, offering users additional features or virtual goods for a fee. This model has proven to be successful, as it allows developers to generate revenue while keeping the game accessible to a wider audience.
Local special circumstances: Romania has a vibrant and growing tech industry, with a number of successful mobile game development studios. The presence of these local developers has contributed to the growth of the mobile games market in the country. These studios have been able to create unique and engaging games that resonate with the local audience, further driving the demand for mobile games in Romania.
Underlying macroeconomic factors: The Romanian economy has been experiencing steady growth in recent years, which has had a positive impact on consumer spending power. As disposable incomes increase, consumers are more willing to spend on entertainment and leisure activities, including mobile games. Additionally, the government has implemented favorable policies to support the growth of the technology sector, providing incentives for local game developers and attracting foreign investment. These factors have created a conducive environment for the development of the mobile games market in Romania. Overall, the Mobile Games market in Romania is thriving due to customer preferences for convenience and social gaming, as well as the presence of local game developers and favorable macroeconomic conditions. The market is expected to continue its upward trajectory as smartphone penetration increases and the popularity of mobile gaming grows.
Most recent update: Nov 2024
Source: Statista Market Insights
Most recent update: Nov 2024
Source: Statista Market Insights
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights