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Toys and Games in Romania

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Description

COVID-19 had a good impact on toys and games sales in Romania in 2020. Cocooning made Romanians of all ages explore entertainment opportunities, often resorting to video games. With children spending more time at home (as schools were closed for extended periods of time) their parents became more inclined to purchase scientific/educational toys or arts and crafts to improve their children's skills and intelligence in a context in which they were deprived of a normal education. Consumers had to r...

Euromonitor International's Toys and 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 2016-2020, 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 2025 illustrate how the market is set to change.

Product coverage: Traditional Toys and Games, Video Games.

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

Why buy this report?

Get a detailed picture of the Toys and 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.
Table of Contents
Product Code: TGRO

TABLE OF CONTENTS

List Of Contents And Tables

EXECUTIVE SUMMARY

COVID-19 impact on toys and games COVID-19 country impact Company response Retailing shift What next for toys and games?

MARKET DATA

Table 1 Sales of Toys and Games by Category: Value 2015-2020 Table 2 Sales of Toys and Games by Category: % Value Growth 2015-2020 Table 3 NBO Company Shares of Toys and Games: % Value 2016-2020 Table 4 LBN Brand Shares of Toys and Games: % Value 2017-2020 Table 5 Distribution of Toys and Games by Format: % Value 2015-2020 Table 6 Forecast Sales of Toys and Games by Category: Value 2020-2025 Table 7 Forecast Sales of Toys and Games by Category: % Value Growth 2020-2025

GLOBAL MACROECONOMIC ENVIRONMENT

GLOBAL INDUSTRY ENVIRONMENT

DISCLAIMER

SOURCES

Summary 1 Research Sources

TRADITIONAL TOYS AND GAMES IN ROMANIA

KEY DATA FINDINGS

2020 IMPACT

COVID-19-related home seclusion drives Romanians towards traditional toys and games to entertain their children and themselves Scientific/educational toys and games grows fastest as parents try to find ways to add to the e-schooling offer Increased media consumption in 2020 leads to a higher share of licensed traditional toys and games

RECOVERY AND OPPORTUNITIES

Continued growth forecast for traditional toys and games as Romanians are likely to keep socialising mainly at home in small groups Improved logistics set to benefit e-commerce sales of traditional toys and games Licences will continue to draw increasing attention to traditional toys and games

CATEGORY DATA

Table 8 Sales of Traditional Toys and Games by Category: Value 2015-2020 Table 9 Sales of Traditional Toys and Games by Category: % Value Growth 2015-2020 Table 10 Sales of Traditional Toys and Games by Licensed vs Non-Licensed: % Value 2015-2020 Table 11 NBO Company Shares of Traditional Toys and Games: % Value 2016-2020 Table 12 LBN Brand Shares of Traditional Toys and Games: % Value 2017-2020 Table 13 Distribution of Traditional Toys and Games by Format: % Value 2015-2020 Table 14 Forecast Sales of Traditional Toys and Games by Category: Value 2020-2025 Table 15 Forecast Sales of Traditional Toys and Games by Category: % Value Growth 2020-2025 Table 16 Forecast Sales of Traditional Toys and Games by Licensed vs Non-Licensed: % Value 2020-2025

VIDEO GAMES IN ROMANIA

KEY DATA FINDINGS

2020 IMPACT

Video games sales boosted by lockdown home seclusion and the cancellation of competitive tournaments and sports AR/VR headsets grows fastest as lower-priced products emerge and allow more consumers to escape the everyday COVID-19 reality Digital gaming outperforms physical formats due to easy availability through e-commerce

RECOVERY AND OPPORTUNITIES

Video gaming expected to remain a highly popular activity as easing of restrictions likely to be gradual Strong growth expected in all video games software platforms Increased promotion likely to have a positive impact on video games

CATEGORY DATA

Table 17 Sales of Video Games by Category: Value 2015-2020 Table 18 Sales of Video Games by Category: % Value Growth 2015-2020 Table 19 NBO Company Shares of Video Games: % Value 2016-2020 Table 20 LBN Brand Shares of Video Games: % Value 2017-2020 Table 21 NBO Company Shares of Video Games Hardware: % Value 2016-2020 Table 22 LBN Brand Shares of Video Games Hardware: % Value 2017-2020 Table 23 NBO Company Shares of Video Games Software: % Value 2016-2020 Table 24 Distribution of Video Games by Format: % Value 2015-2020 Table 25 Distribution of Video Games Hardware by Format: % Value 2015-2020 Table 26 Distribution of Video Games Software by Format: % Value 2015-2020 Table 27 Distribution of Video Games Software (Physical) by Format: % Value 2015-2020 Table 28 Distribution of Video Games Software (Digital) by Format: % Value 2015-2020 Table 29 Forecast Sales of Video Games by Category: Value 2020-2025 Table 30 Forecast Sales of Video Games by Category: % Value Growth 2020-2025