Electronics market in Cambodia
The Cambodian Electronics eCommerce market is predicted to reach US$378.1 million by 2023 and accounts for 23.9% of the total eCommerce market in Cambodia. It is expected to increase over the next years. The expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 4.9%, resulting in a projected market volume of US$457.9 million by 2027. Within the Electronics market ECDB considers the following two sub-markets: Consumer Electronics and Electrical Appliances.
Market development
eCommerce revenue development in the Game Console Devices market in Cambodia
The Cambodian Game Console Devices eCommerce market is predicted to reach US$4.1 million by 2023 and accounts for 70.2% of the Game Consoles eCommerce market in Cambodia. It is expected to increase over the next years. The expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 6.0%, resulting in a projected market volume of US$5.2 million by 2027. The Game Console Devices eCommerce market is a sub-market of the Game Consoles market. Further categories within the Game Consoles market are: Game Console Accessories.
eCommerce revenue development in the Game Console Devices market in Cambodia
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
eCommerce revenue growth in the Game Console Devices market in Cambodia
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
Net eCommerce revenue split by sub-category
Note: Data shown is using current exchange rates.
Source: ECDB analysis
2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | |
---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Growth (in %) | 34.6 | 64.6 | 42.4 | 7.4 | 50.1 | 99.8 | 29.8 | 67.7 |
AOV (in US$) | 68.3 | 74.6 | 84.1 | 15.6 | 25.0 | 35.3 | 13.4 | 69.0 |
CVR (in %) | 34.6 | 64.6 | 42.4 | 7.4 | 50.1 | 99.8 | 29.8 | 67.7 |
Market definition
Definition of the Game Console Devices market within the Electronics market
Market definition: Electronics > Consumer Electronics > Game Consoles > Game Console Devices The category Game Console Devices includes the online trade of home game consoles (e.g. playstation, xbox, wii) and portable game consoles (e.g. nintendo switch, playstation vita). This category does not cover console accessories (e.g. controllers, racing wheels). All monetary figures refer to the annual gross revenue and do not factor in shipping costs.
In-scope
- Home game consoles (e.g. PlayStation, XBox, Wii)
- Portable game consoles (e.g. Nintendo Switch, PlayStation Vita)
Out-of-scope
- Console accessories (e.g. controllers, racing wheels)
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