Global Electronics market
The global Electronics eCommerce market is expected to increase over the next years. It is predicted to reach US$1,123,803.2 million by 2023 and the expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 5.1%. ECDB considers the following two sub-markets within the Electronics market: Consumer Electronics and Electrical Appliances. Consumer Electronics is the largest sub-market and accounts for 69.5% of the global Electronics market.
Market development
eCommerce revenue development in the global Game Console Accessories market
The global Game Console Accessories eCommerce market is expected to increase over the next years. It is predicted to reach US$4,185.1 million by 2023 and the expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 13.3%. The Game Console Accessories eCommerce market is a sub-market of the Game Consoles market and accounts for 22.0% within this market. Further categories within the Game Consoles market are: Game Console Devices.
eCommerce revenue development in the global Game Console Accessories market
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
eCommerce revenue growth in the global Game Console Accessories market
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
Net eCommerce revenue split by sub-category
Note: Data shown is using current exchange rates.
Source: ECDB analysis
2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | |
---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Growth (in %) | 52.3 | 23.3 | 34.6 | 59.4 | 36.7 | 86.2 | 56.0 | 70.0 |
AOV (in US$) | 0.2 | 0.0 | 0.1 | 0.0 | 0.3 | 0.7 | 0.6 | 0.5 |
CVR (in %) | 61.3 | 49.6 | 77.2 | 9.1 | 24.6 | 74.2 | 15.1 | 61.8 |
Market definition
Definition of the Game Console Accessories market within the Electronics market
Market definition: Electronics > Consumer Electronics > Game Consoles > Game Console Accessories The category Game Console Accessories includes the online trade of controllers, racing wheels, seagate game drive, and more. This category does not cover headsets and gaming headphones and 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
- Controllers
- Racing wheels
- Seagate game drive
- Virtual reality (VR) devices
- Console skins and cases
- Console mounts and stands
- Power and connectivity accessories
Out-of-scope
- Headsets and gaming headphones
- Game media and software (e.g. physical game discs, digital game downloads, game subscription services)
Select sub-category