Electronics market in the Netherlands

Market development

eCommerce revenue development in the Game Consoles market in the Netherlands

The Dutch Game Consoles eCommerce market is predicted to reach US$173.3 million by 2024 and accounts for 2.8% of the Consumer Electronics eCommerce market in the Netherlands. 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 13.6%, resulting in a projected market volume of US$289.1 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 the Netherlands

in million US$

eCommerce revenue growth in the Game Consoles market in the Netherlands

in %
20202021202220232024202520262027
Revenue (in mUS$)0.00.00.00.00.00.00.00.0
Growth (in %)35.974.015.279.565.533.757.860.1

Online share

eCommerce online share of the total Game Consoles market in the Netherlands

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 Dutch Game Consoles retail market, the online share is 57.8% and will increase by an average of 0.1% to 58.1% by 2028.

eCommerce online share of the total Game Consoles market in the Netherlands

in %
20202021202220232024202520262027
Online share (in %)17.0%46.9%31.3%55.6%74.9%82.3%12.6%84.7%

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)