Electronics market in Indonesia
The Indonesian Electronics eCommerce market is predicted to reach US$27,254.2 million by 2024 and accounts for 29.5% of the total eCommerce market in Indonesia. It is expected to increase over the next years. The expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 16.3%, resulting in a projected market volume of US$49,799.9 million by 2028. Within the Electronics market ECDB considers the following two sub-markets: Consumer Electronics and Electrical Appliances.
Market development
eCommerce revenue development in the Game Consoles market in Indonesia
The Indonesian Game Consoles eCommerce market is predicted to reach US$385.4 million by 2024 and accounts for 1.9% of the Consumer Electronics eCommerce market in Indonesia. It is expected to increase over the next years. The expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 16.5%, resulting in a projected market volume of US$708.9 million by 2028. The Game Consoles eCommerce market is a sub-market of the Consumer Electronics market. Further categories within the Consumer Electronics market are: Audio, Cameras, Computing, Fitness Trackers, Other Consumer Electronics, Printers & Scanners, TV & Video, and Telecommunications.
eCommerce revenue development in the Game Consoles market in Indonesia
eCommerce revenue growth in the Game Consoles market in Indonesia
Net eCommerce revenue split by sub-category
2017 | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | 2028 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | ||||
Growth (in %) | 77.0 | 48.6 | 51.5 | 60.9 | 63.2 | 59.6 | 0.1 | 95.9 | ||||
as of Consumer Electronics (in %) | 40.9 | 35.3 | 30.8 | 26.1 | 20.0 | 19.0 | 15.9 | 13.3 | 11.0 | 9.1 | 7.7 | 6.3 |
Market definition
Definition of the Game Consoles market within the Electronics market
Market definition: Electronics > Consumer Electronics > Game Consoles The category Game Consoles includes the online trade of game consoles (e.g. home game consoles, portable game consoles) and console accessories (e.g. controllers, racing wheels). This category does not cover game media and software (e.g. physical game discs, digital game downloads, game subscription services). All monetary figures refer to the annual gross revenue and do not factor in shipping costs.
In-scope
- Game consoles (e.g. home game consoles, portable game consoles)
- Console accessories (e.g. controllers, racing wheels)
Out-of-scope
- Game media and software (e.g. physical game discs, digital game downloads, game subscription services)
Market comparison
The Indonesian Game Consoles market in a global comparison
Market comparison by growth, online share, and revenue in 2023
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