In 2016, video games surpassed traditional toys and games in terms of retail value sales for the first time, and the gap between the two continued to widen throughout the forecast period. Indeed, during 2020, the rate of growth in retail constant value sales (2021 prices) of video games expanded at its fastest rate in almost a decade.
Mobile and online games are now well established as the leading categories in video games, accounting for more than half of retail value sales in 2021. As most local consumers now have smartphones, the barrier for entry to mobile gaming is very low, and pandemic restrictions led more local consumers to try it for the first time in 2021.
Due in large part to the surging popularity of mobile and online games, where purchases are generally made online through the games themselves, e-commerce is the increasingly dominant distribution channel for video games. Meanwhile, sales of video games software continue to shift from physical to digital media.
The rate of growth in retail constant value sales of video games will gradually cool over the course of the forecast period but remain robust, with mobile games continuing to grow in importance. This growth will be facilitated by the rollout of 5G mobile internet, which will help to make both mobile and online gaming faster and more accessible than ever.
AR/VR headsets will remain the most dynamic category in video games during the forecast period. Sony is set to launch PlayStation VR2 in 2023, while Facebook was rebranded Meta during late 2021 in order to reflect the centrality of the metaverse (which is accessed via VR) to the company’s future plans.
The days of static consoles may be numbered, as the streaming of video games (with the game hosted on a far-away server and streamed to a local device, such as a smartphone, tablet or even a smart TV) set to go mainstream during the forecast period. Some industry sources go so far as to predict that the current generation (PlayStation 5 and Xbox Series S and X) will be the last generation of static consoles.
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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.
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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 DefinitionsThis report originates from Passport, our Video Games research and analysis database.
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