Toys and Games in Romania

August 2026
USD 2,450
Request More Information

Delivery:

Files are delivered directly into your account soon after payment is received and any tax is certification is verified (where applicable).

This report comes in PDF with additional info in Excel included.

Overview:

Understand the latest market trends and future growth opportunities for the Toys and 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.

Data and analysis in this report provides further detailed coverage dedicated to the following key categories, where applicable:

  • Traditional Toys and Games
  • Video Games

If you're in the Toys and 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 Toys and 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 Toys and Games in Romania?
  • Which are the leading brands in Toys and Games in Romania?
  • How are products distributed in Toys and 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?

Toys and Games in Romania

2025 Developments

Key Data Insights

Chart 1 Key Industry Trends for Toys and Games
Steam and E-Commerce Platforms Drive Digital-First, Value-Led Growth
Chart 2 Steam Leads Romania's Shift to Digital, Discount-Led PC Gaming
Lego's Adult-Focused Strategy Reinforces Demand for Premium Play
Social Platforms Increasingly Shape Discovery and Purchasing Behaviour
Chart 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Digital-First Purchasing Is Set to Sustain Strong Category Growth
Chart 5 Analyst Insight for Toys and Games
Premium and Adult-Oriented Products Are Expected to Drive Value Creation in Traditional Toys and Games
Digital Discovery and Marketplace Partnerships Are Anticipated to Shape Purchasing Behaviour
Chart 6 Forecast Value Sales 2020-2030
Chart 7 Forecast Value Sales by Category 2025-2030
Lego Leads a Fragmented Market as Digital Publishers Compete for Value
Digital Ecosystems, Premium Launches and Viral Trends Intensify Competition
Chart 8 Company Shares 2025
Chart 9 Brand Shares 2025
Emag.Ro and Digital Platforms Accelerate the Shift to E-Commerce
Social Discovery and Promotional Intensity Increasingly Shape Purchasing Behaviour
Chart 10 Retail Channels 2020-2025
Digital Access and Collector Demand Broaden Product Innovation
Nintendo Switch 2, Game Pass and Lego Premium Ranges Showcase Evolving Product Strategies
Chart 11 Lego Anchors Romania's Move to Higher-Value, Collector-Led Construction
Recurring Access and Collectability Create New Value Pools
Chart 12 The 2025 Kendama Craze Shows Social Media and Marketplaces Driving Romanian Toy Demand
Chart 13 Economic Context for Toys and Games
Chart 14 Real Gdp Growth 2020-2030
Chart 15 Inflation 2020-2030
Chart 16 Consumer Context for Toys and Games
Chart 17 Population 2020-2030
Chart 18 Consumer Expenditure 2020-2030
Chart 19 Population by Generation 2025

Traditional Toys and Games in Romania

Key Data Insights

Traditional Toys and Games Summary
Chart 20 Key Industry Trends for Traditional Toys and Games
Traditional Toys and Games in Romania Record Robust Growth as Adult Consumers and Premium Construction Drive Value
Social Commerce Creates Rapid Demand Shifts and Rewards Supply-Chain Agility
Chart 21 Kendama Popularity Fuelled by Social Media Craze
Local Culture and Language Strengthen Relevance in a Changing Consumer Landscape
Chart 22 Value Sales 2020-2030
Chart 23 Value Sales by Category 2025
Eu Safety Regulations Are Set to Reshape Competitive Dynamics as Digital Passports and Substance Bans Phase Out Non-Compliant Products
Chart 24 Analyst Insight for Traditional Toys and Games
Purchasing Power Pressure Is Anticipated to Sustain Seasonality and Drive Adoption of Buy Now, Pay Later Solutions
Product Quality and Sustainability Are Forecast to Become Primary Purchase Drivers as Counterfeit Risks Persist
Chart 25 Forecast Value Sales 2020-2030
Chart 26 Forecast Value Sales by Category 2025-2030
Lego Widens Its Lead as Collector Demand Reshapes the Competitive Landscape
Adult Demand and Niche Innovation Create New Competitive Opportunities
Chart 27 Company Shares 2025
Chart 28 Brand Shares 2025
Jumbo Expands Large-Format Retail While Specialist Stores Maintain Leadership
E-Commerce and Omnichannel Retail Accelerate Convenience-Led Purchasing
Chart 29 Retail Channels 2020-2025
Social Commerce and Localisation Reshape Product Development
Kendama, Labubu and Lego Capitalise on Social Influence and Experiential Engagement
Chart 30 Lego Expands its Kidult Collection With Shelby Cobra 427
Quality, Safety and Adult Participation Reshape Commercial Priorities
Chart 31 Economic Context for Traditional Toys and Games
Chart 32 Real Gdp Growth 2020-2030
Chart 33 Inflation 2020-2030
Chart 34 Consumer Context for Traditional Toys and Games
Chart 35 Population 2020-2030
Chart 36 Population by Generation 2025

Video Games in Romania

Key Data Insights

Video Games Summary
Chart 37 Key Industry Trends for Video Games
Steam and Digital Storefronts Accelerate Software-Led Growth
Chart 38 Steam Leads Romania's Shift to Digital, Discount-Led PC Gaming
Subscriptions and Cloud Access Reinforce Value-Oriented Gaming
Promotional Events Increasingly Shape Hardware Purchasing Cycles
Chart 39 Value Sales 2020-2030
Chart 40 Value Sales by Category 2025
Digital-First Strategies Are Set to Capture an Expanding Value Pool
Chart 41 Analyst Insight for Video Games
Recurring Spending Is Forecast to Become the Dominant Source of Value
Promotion-Led Distribution Is Anticipated to Define Competitive Success
Chart 42 Forecast Value Sales 2020-2030
Chart 43 Forecast Value Sales by Category 2025-2030
Global Publishers Maintain Leadership as Local Studios Strengthen Romania’S Role in Game Development
Digital Ecosystems and Promotional Campaigns Intensify Competition
Chart 44 Company Shares 2025
Chart 45 Brand Shares 2025
Altex and Emag.Ro Drive Event-Led Digital Purchasing
Promotional Campaigns Reinforce Software and Subscription Spending
Chart 46 Retail Channels 2020-2025
Deep Discounting and Digital Access Redefine Product Innovation
Steam, Xbox Game Pass and Playstation Plus Reinforce Access-Led Innovation
Promotions, Subscriptions and Digital Ecosystems Reshape Value Creation
Chart 47 Economic Context for Video Games
Chart 48 Real Gdp Growth 2020-2030
Chart 49 Inflation 2020-2030
Chart 50 Consumer Context for Video Games
Chart 51 Population 2020-2030
Chart 52 Consumer Expenditure 2020-2030
Chart 53 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Toys and Games

    • Action Figures and Accessories
    • Arts and Crafts
    • Baby and Infant
    • Construction
    • Dolls and Accessories
    • Dress-Up and Role Play
    • Games and Puzzles
    • Model Vehicles
    • Outdoor and Sports
    • Plush
    • Pre-School
    • Remote Control Toys
    • Ride-On Vehicles
    • Scientific/Educational
    • Other Traditional Toys and Games
      • Hand-Held Consoles
      • Static Consoles
      • Gaming Headsets
        • Computer Games (Physical)
        • Console Games (Physical)
        • Computer Games (Digital)
        • Console Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Console Games (Physical)
          • Console Games (Digital)
          • Computer Games (Physical)
          • Computer Games (Digital)
        • Online Games and Subscriptions
        • Mobile Games
          • Computer Games (Game Sales)
          • Console Games (Game Sales)
          • Online Games and Subscriptions (Game Sales)
          • Mobile Games (Game Sales)
          • Computer Games (In-Game Purchases)
          • Console Games (In-Game Purchases)
          • Online Games and Subscriptions (In-Game Purchases)
          • Mobile Games (In-Game Purchases)

Toys and Games

This is the aggregation of traditional toys and games and video games.

See all of our definitions
Share:

Why 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 Toys and Games research and analysis database.

NEW REPORT GUARANTEE

If you purchase a report that is updated in the next 60 days, we will send you the new edition and data extraction Free!