Electronics & Media market in Tunisia

The Tunisian Electronics & Media eCommerce market is predicted to reach US$114.1 million by 2023 and accounts for 21.8% of the total eCommerce market in Tunisia. 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 10.3%, resulting in a projected market volume of US$168.7 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 Tunisia

The Tunisian Books, Movies, Music & Games eCommerce market is predicted to reach US$36.3 million by 2023 and accounts for 31.8% of the Electronics & Media eCommerce market in Tunisia. 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 4.3%, resulting in a projected market volume of US$43.0 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 Tunisia

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$) 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
Growth (in %) 22.1 94.8 31.6 55.0 82.7 65.1 35.9 50.4
AOV (in US$) 30.0 27.5 99.1 9.5 9.0 31.8 72.3 56.1
CVR (in %) 22.1 94.8 31.6 55.0 82.7 65.1 35.9 50.4
AOV: Average Order Value CVR: Conversion Rate

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)

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