Video games in Romania is set to see a positive trajectory over the forecast period, with a double-digit current value CAGR, encouraged by improving living standards and the technological advances taking place in the country. The very good internet infrastructure (which is expected to see even more improvements in the coming years) will create the perfect environment for a boom in sales of video games.
Consumers are expected to continue shift to digital video games software in the forecast period, influenced by the good technological infrastructure and the popularity and convenience of digital distribution platforms. Online games and subscriptions is projected to perform particularly well.
Similar to the entire retail market in Romania, sales via retail e-commerce are expected to continue to grow in the forecast period, as more Romanians will get used to this purchasing channel. Shopping online is already the norm for numerous buyers of video games and technology, as these products have a good presence in online channels.
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Understand the latest market trends and future growth opportunities for the Video Games industry in Romania with research from Euromonitor International's team of in-country analysts – experts by industry and geographic specialisation.
Key trends are clearly and succinctly summarised alongside the most current research data available. Understand and assess competitive threats and plan corporate strategy with our qualitative analysis, insight and confident growth projections.
If you're in the Video Games industry in Romania, our research will help you to make informed, intelligent decisions; to recognise and profit from opportunity, or to offer resilience amidst market uncertainty.
Video Games
This is the aggregation of video games hardware and video games software. Electronic/computerised educational toys such as Speak & Spell and LeapFrog are excluded from video games and included under pre-school. Video gaming population refers to the population that played a game at least once in the last 6 months on any covered platform. This includes players who have not spent any money on game purchases or in-game content purchases.
See All of Our DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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