Video Games in Romania

August 2026
USD 1,195
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 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 Insights

Video Games Summary
Chart 1 Key Industry Trends for Video Games
Steam and Digital Storefronts Accelerate Software-Led Growth
Chart 2 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 3 Value Sales 2020-2030
Chart 4 Value Sales by Category 2025
Digital-First Strategies Are Set to Capture an Expanding Value Pool
Chart 5 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 6 Forecast Value Sales 2020-2030
Chart 7 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 8 Company Shares 2025
Chart 9 Brand Shares 2025
Altex and Emag.Ro Drive Event-Led Digital Purchasing
Promotional Campaigns Reinforce Software and Subscription Spending
Chart 10 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 11 Economic Context for Video Games
Chart 12 Real Gdp Growth 2020-2030
Chart 13 Inflation 2020-2030
Chart 14 Consumer Context for Video Games
Chart 15 Population 2020-2030
Chart 16 Consumer Expenditure 2020-2030
Chart 17 Population by Generation 2025

Toys and Games in Romania - Industry Overview

2025 Developments

Key Data Insights

Chart 18 Key Industry Trends for Toys and Games
Steam and E-Commerce Platforms Drive Digital-First, Value-Led Growth
Chart 19 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 20 Value Sales 2020-2030
Chart 21 Value Sales by Category 2025
Digital-First Purchasing Is Set to Sustain Strong Category Growth
Chart 22 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 23 Forecast Value Sales 2020-2030
Chart 24 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 25 Company Shares 2025
Chart 26 Brand Shares 2025
Emag.Ro and Digital Platforms Accelerate the Shift to E-Commerce
Social Discovery and Promotional Intensity Increasingly Shape Purchasing Behaviour
Chart 27 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 28 Lego Anchors Romania's Move to Higher-Value, Collector-Led Construction
Recurring Access and Collectability Create New Value Pools
Chart 29 The 2025 Kendama Craze Shows Social Media and Marketplaces Driving Romanian Toy Demand
Chart 30 Economic Context for Toys and Games
Chart 31 Real Gdp Growth 2020-2030
Chart 32 Inflation 2020-2030
Chart 33 Consumer Context for Toys and Games
Chart 34 Population 2020-2030
Chart 35 Consumer Expenditure 2020-2030
Chart 36 Population by Generation 2025

Country Reports Disclaimer

The following categories and subcategories are included:

Video 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)

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 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 Video 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!