Electronics market in South Korea

The South Korean Electronics eCommerce market is predicted to reach US$29,626.3 million by 2024 and accounts for 19.7% of the total eCommerce market in South Korea. 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 3.5%, resulting in a projected market volume of US$34,020.6 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 South Korea

The South Korean Game Consoles eCommerce market is predicted to reach US$513.3 million by 2024 and accounts for 2.5% of the Consumer Electronics eCommerce market in South Korea. 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 9.5%, resulting in a projected market volume of US$736.9 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 South Korea

in million US$

eCommerce revenue growth in the Game Consoles market in South Korea

in %

Net eCommerce revenue split by sub-category

in %
201720182019202020212022202320242025202620272028
Revenue (in mUS$)0.00.00.00.00.00.00.00.0
Growth (in %)3.718.644.529.251.634.723.090.5
as of Consumer Electronics (in %)25.623.722.120.618.117.816.515.314.113.012.211.3

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 South Korean Game Consoles market in a global comparison

Market comparison by growth, online share, and revenue in 2023

in %