Electronics & Media market in the Philippines

The Philippine Electronics & Media eCommerce market is predicted to reach US$5,664.4 million by 2023 and accounts for 31.2% of the total eCommerce market in the Philippines. 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 9.2%, resulting in a projected market volume of US$8,056.7 million by 2027. Within the Electronics & Media market ecommerceDB considers the following two sub-markets: Consumer Electronics and Books, Movies, Music & Games.

Market development

eCommerce revenue development in the Books, Movies, Music & Games market in the Philippines

The Philippine Books, Movies, Music & Games eCommerce market is predicted to reach US$429.2 million by 2023 and accounts for 7.6% of the Electronics & Media eCommerce market in the Philippines. 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 4.7%, resulting in a projected market volume of US$514.9 million by 2027. The Books, Movies, Music & Games eCommerce market is a sub-market of the Electronics & Media market. Further categories within the Electronics & Media market are: Consumer Electronics.

eCommerce revenue development in the Books, Movies, Music & Games market in the Philippines

in million US$, in %

Note: Data shown is using current exchange rates and reflects market impacts of the Russia-Ukraine war

Source: Statista Market Insights, ecommerceDB

2020 2021 2022 2023 2024 2025 2026 2027
Revenue (in mUS$) 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
Growth (in %) 18.6 36.3 80.6 56.6 50.0 86.9 41.8 54.9
AOV (in US$) 46.8 34.0 93.4 93.6 49.7 83.8 81.2 25.7
CVR (in %) 18.6 36.3 80.6 56.6 50.0 86.9 41.8 54.9
AOV: Average Order Value CVR: Conversion Rate

Top stores

Top five Books, Movies, Music & Games online stores in the Philippines by net sales 2021

With sales in the Philippine Books, Movies, Music & Games market, amazon.com generated a revenue of US$9.3 million in 2021, which means it is the leading online store in this market. In second place is shopee.ph with a revenue of over US$5.6 million, followed by microsoft.com with a revenue of US$2.6 million. Altogether, the top three online stores account for a market share of about 83.2% within the top 25 stores of the given market. The Books, Movies, Music & Games ranking of the Philippines is based on all online stores that generated sales in this market in 2021. Due to a country- and category-dependent approach, both national and international online stores can be part of the ranking. The graph shows a filtered revenue. It only includes national sales within the respective market.

eCommerce net sales generated in the Books, Movies, Music & Games market in the Philippines in 2021

in million US$

Note: First party net sales generated after deduction of returns, allowances for damaged or missing goods and any discounts allowed

Source: Annual report, secondary sources, ecommerceDB analysis

no-access-0 no-access-1 no-access-2 no-access-3 no-access-4
Filtered revenue (in mUS$) 900.0 550.0 470.0 430.0 370.0
Share of global revenue (in %) 20.7 12.0 3.9 20.6 20.7
Global revenue (in mUS$) 8,300.0 4,600.0 1,190.0 2,122.0 1,814.0
Growth global revenue (in %) 8.3 12.4 33.6 18.0 12.6

Market definition

Definition of the Books, Movies, Music & Games market within the Electronics & Media market

Market definition: Electronics & Media > Books, Movies, Music & Games The category Books, Movies, Music & Games covers the sale of physical media, e.g., books, DVDs, CDs, Blu-ray discs, and computer/console games, via a digital channel. However, digital media that is purchased as a download or via a subscription to a streaming service is part of a separate segment (see: Digital Media). One of the most important providers in the market segment Books, Movies, Music & Games is the U.S. internet-based retailer amazon.com. All monetary figures refer to the annual gross revenue and do not factor in shipping costs.

In-scope

  • Books
  • DVDs and Blu-ray discs
  • Computer/console games
  • Music CDs

Out-of-scope

  • Digital media (e.g., video on demand, music downloads, eBooks)