COMPETITIVE LANDSCAPE
Leaders retain strength amid rising local competition
In 2024, the top five companies in video games in Romania accounted for 45% of value sales, which is higher than the average for Eastern Europe, suggesting that the local market for video games is concentrated. Concentration also increased from 2019, when the leading five companies held just 41% of value sales.
Amber gains global presence through acquisition, and industry awards
Amber Studio, a Romanian developer, has been gaining international recognition. In 2024, the company acquired the Colombian games studio Madbricks, a strategic move aimed at developing a global network of studios.
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Overview:
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.
The Video Games in Romania report includes:
- Analysis of key supply-side and demand trends
- Detailed segmentation of international and local products
- Historic volume and value sizes, company and brand market shares
- Five year forecasts of market trends and market growth
- Robust and transparent research methodology, conducted in-country
This report answers:
- What is the market size of Video Games in Romania?
- Which are the leading brands in Video Games in Romania?
- How are products distributed in Video Games in Romania?
- How is the rise of e-commerce impacting the retail landscape and traditional outlets?
- What are the key safety regulations to observe in Romania?
- How has retail disruption following COVID-19 and national lockdown impacted sales?
- Where is future growth expected to be most dynamic?
- Is it more important to appeal to children or adults?
Video Games in Romania - Category analysis
KEY DATA FINDINGS
E-Sports, cloud gaming, and local developers drive innovation and sales
Video games software leads growth, driven by e-sports, cross-platform play, and major releases
MixRift leverages cloud gaming with mixed reality through investment
Netflix expands its gaming offer amid subscription service growth
Video games set for strong growth amid rising incomes
Online convenience fuels software growth and e-commerce sales
Local developers, core brands and AI to influence development of video games
Leaders retain strength amid rising local competition
Amber gains global presence through acquisition, and industry awards
E-commerce growth challenges traditional retail with improved services and reach
Altex expands Black Friday success with winter and spring sales events
Toys and Games in Romania - Industry Overview
Growth driven by e-sports, multiplayer games and cloud gaming
Video games remains the largest and fastest-growing category
Noriel integrates electronic features into its Noriel Aventura Swing ride-on toy vehicle
Online retailers attract budget-conscious shoppers with exclusive discounts
Lego capitalises on brand strength with launch of loyalty programme
Rising incomes to drive toys and games growth, with video games continuing to lead the way
Core brands and e-commerce to shape industry dynamics
Consumer interest in technology and sustainability to reshape toy offerings
Leading toy companies increase shares via innovation and licensing
Bumbu Toys and Mitzoko gain appeal with premium sustainable products
Ginza Invest launches Nebulous Stars brand focused on child development
Retail e-commerce thrives due to convenience, technological advances and wider product selections
Jumbo expands its presence with large format stores and a wider product range
COUNTRY REPORTS DISCLAIMER
The following categories and subcategories are included:
Video Games
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- Hand-Held Consoles
- Static Consoles
- Gaming Headsets
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- Computer Games (Physical)
- Console Games (Physical)
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- Computer Games (Digital)
- Console Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Console Games (Physical)
- Console Games (Digital)
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- Computer Games (Physical)
- Computer Games (Digital)
- Online Games and Subscriptions
- Mobile Games
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- Computer Games (Game Sales)
- Console Games (Game Sales)
- Online Games and Subscriptions (Game Sales)
- Mobile Games (Game Sales)
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- Computer Games (In-Game Purchases)
- Console Games (In-Game Purchases)
- Online Games and Subscriptions (In-Game Purchases)
- Mobile Games (In-Game Purchases)
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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 definitionsWhy buy this report?
- Gain competitive intelligence about market leaders
- Track key industry trends, opportunities and threats
- Inform your marketing, brand, strategy and market development, sales and supply functions
This report originates from Passport, our Video Games research and analysis database.
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