Electronics market in Malaysia

The Malaysian Electronics eCommerce market is predicted to reach US$2,643.0 million by 2023 and accounts for 24.2% of the total eCommerce market in Malaysia. 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 1.9%, resulting in a projected market volume of US$2,855.3 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 Malaysia

The Malaysian Game Console Devices eCommerce market is predicted to reach US$27.6 million by 2023 and accounts for 68.7% of the Game Consoles eCommerce market in Malaysia. 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 2.4%, resulting in a projected market volume of US$30.3 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 Malaysia

in million US$

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 Malaysia

in %

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

in %

Note: Data shown is using current exchange rates.

Source: ECDB analysis

2020 2021 2022 2023 2024 2025 2026 2027
Revenue (in mUS$) 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
Growth (in %) 99.8 41.1 81.4 26.1 25.6 95.8 49.4 89.7
AOV (in US$) 59.5 7.5 47.8 45.3 87.4 16.8 2.6 22.0
CVR (in %) 99.8 41.1 81.4 26.1 25.6 95.8 49.4 89.7
AOV: Average Order Value CVR: Conversion Rate

Online share

eCommerce online share of the total Game Console Devices market in Malaysia

The online share refers to the proportion of the retail volume that is transacted via the Internet. It includes purchases via desktop PC, tablet or smartphone, both via website or app. Only retail of physical goods is taken into account. In the Malaysian Game Console Devices retail market, the online share is 18.7% and will increase by an average of 17.9% to 36.1% by 2027.

eCommerce online share of the total Game Console Devices market in Malaysia

in %

Note: Data shown is using current exchange rates.

Source: Statista Market Insights , ECDB analysis

2020 2021 2022 2023 2024 2025 2026 2027
Online share (in %) 61.6% 77.8% 17.6% 74.8% 82.6% 5.5% 58.2% 74.7%

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)