Global Electronics & Media market
The global Electronics & Media eCommerce market is expected to increase over the next years. It is predicted to reach US$856,176.6 million by 2023 and the expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 11.3%. ecommerceDB considers the following two sub-markets within the Electronics & Media market: Consumer Electronics and Books, Movies, Music & Games. Consumer Electronics is the largest sub-market and accounts for 77.7% of the global Electronics & Media market.
Market development
eCommerce revenue development in the global Books, Movies, Music & Games market
The global Books, Movies, Music & Games eCommerce market is expected to increase over the next years. It is predicted to reach US$191,305.3 million by 2023 and the expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 6.2%. The Books, Movies, Music & Games eCommerce market is a sub-market of the Electronics & Media market and accounts for 22.3% within this market. Further categories within the Electronics & Media market are: Consumer Electronics.
eCommerce revenue development in the global Books, Movies, Music & Games market
Note: Data shown is using current exchange rates and reflects market impacts of the Russia-Ukraine war
Source: Statista Market Insights, ecommerceDB
2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | |
---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Growth (in %) | 69.5 | 40.3 | 50.8 | 46.8 | 44.6 | 13.1 | 41.7 | 85.5 |
AOV (in US$) | 94.7 | 38.6 | 25.4 | 51.7 | 85.3 | 46.9 | 51.5 | 66.1 |
CVR (in %) | 69.5 | 40.3 | 50.8 | 46.8 | 44.6 | 13.1 | 41.7 | 85.5 |
Top stores
Top five Books, Movies, Music & Games online stores worldwide by net sales 2021
With sales in the global Books, Movies, Music & Games market, amazon.com generated a revenue of US$27,120.9 million in 2021, which means it is the leading online store in this market. In second place is walmart.com with a revenue of US$5,573.6 million, followed by jd.com with a revenue of US$4,763.2 million. Altogether, the top three online stores account for a market share of about 49.6% within the top 100 stores of the given market. The global Books, Movies, Music & Games ranking is based on all online stores that generated sales in this market in 2021. Due to a country- and category-dependent approach, both national and international online stores can be part of the ranking. The ranking shows a filtered revenue. It only includes sales within the market Books, Movies, Music & Games.
eCommerce net sales generated in the Books, Movies, Music & Games market in 2021
Note: First party net sales generated after deduction of returns, allowances for damaged or missing goods and any discounts allowed
Source: Annual report, secondary sources, ecommerceDB analysis
no-access-0 | no-access-1 | no-access-2 | no-access-3 | no-access-4 | |
---|---|---|---|---|---|
Filtered revenue (in mUS$) | 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 |
See further stores
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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