Video Games in Romania

Date: June 6, 2017
Pages: 25
Price:
US$ 990.00
Publisher: Euromonitor International Ltd
Report type: Strategic Report
Delivery: E-mail Delivery (PDF)
ID: V98E34A36D7EN
Leaflet:

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The category’s sales continued to soar in 2016 as an effect of rising consumer affluence and education and improving technological infrastructure in the country. According to the National Institute of Statistics, in 2016, Romania had 10.6 million internet users aged 16-74 years, with 65% of Romanian households having internet access. PC, console and smartphone penetration continued to increase in 2016, with more consumers embracing video gaming as a result. The popularity of video gaming is also...

Euromonitor International's Video Games in Romania report offers a comprehensive guide to the size and shape of the market at a national level. It provides the latest retail sales data 2012-2016, allowing you to identify the sectors driving growth. It identifies the leading companies, the leading brands and offers strategic analysis of key factors influencing the market – be they new product developments, distribution or pricing issues. Forecasts to 2021 illustrate how the market is set to change.

Product coverage: Video Games Hardware, Video Games Software.

Data coverage: market sizes (historic and forecasts), company shares, brand shares and distribution data.

Why buy this report?
  • Get a detailed picture of the Video Games market;
  • Pinpoint growth sectors and identify factors driving change;
  • Understand the competitive environment, the market’s major players and leading brands;
  • Use five-year forecasts to assess how the market is predicted to develop.
Euromonitor International has over 40 years' experience of publishing market research reports, business reference books and online information systems. With offices in London, Chicago, Singapore, Shanghai, Vilnius, Dubai, Cape Town, Santiago, Sydney, Tokyo and Bangalore and a network of over 800 analysts worldwide, Euromonitor International has a unique capability to develop reliable information resources to help drive informed strategic planning.
Headlines
Trends
Competitive Landscape
Prospects
Category Data
  Table 1 Sales of Video Games by Category: Value 2011-2016
  Table 2 Sales of Video Games by Category: % Value Growth 2011-2016
  Table 3 NBO Company Shares of Video Games: % Value 2012-2016
  Table 4 LBN Brand Shares of Video Games: % Value 2013-2016
  Table 5 NBO Company Shares of Video Games Hardware: % Value 2012-2016
  Table 6 LBN Brand Shares of Video Games Hardware: % Value 2013-2016
  Table 7 NBO Company Shares of Video Games Software: % Value 2012-2016
  Table 8 LBN Brand Shares of Video Games Software: % Value 2013-2016
  Table 9 Distribution of Video Games by Format: % Value 2011-2016
  Table 10 Distribution of Video Games Hardware by Format: % Value 2011-2016
  Table 11 Distribution of Video Games Software by Format: % Value 2011-2016
  Table 12 Distribution of Video Games Software (Physical) by Format: % Value 2011-2016
  Table 13 Distribution of Video Games Software (Digital) by Format: % Value 2011-2016
  Table 14 Forecast Sales of Video Games by Category: Value 2016-2021
  Table 15 Forecast Sales of Video Games by Category: % Value Growth 2016-2021
Executive Summary
Toys and Games Keep on Growing
Licences Are Attracting More and More Consumers
International Brands Account for Most Market Sales
Chained Retailers Lead Sales
Bright Future for Toys and Games in Romania
Key Trends and Developments
Economic Improvement and Shrinking Demographics Shape the Market
High Sales for Chained Specialists
Market Data
  Table 16 Sales of Toys and Games by Category: Value 2011-2016
  Table 17 Sales of Toys and Games by Category: % Value Growth 2011-2016
  Table 18 NBO Company Shares of Toys and Games: % Value 2012-2016
  Table 19 LBN Brand Shares of Toys and Games: % Value 2013-2016
  Table 20 Distribution of Toys and Games by Format: % Value 2011-2016
  Table 21 Forecast Sales of Toys and Games by Category: Value 2016-2021
  Table 22 Forecast Sales of Toys and Games by Category: % Value Growth 2016-2021
Sources
  Summary 1 Research Sources












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