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 Devices market
The global Game Console Devices eCommerce market is expected to increase over the next years. It is predicted to reach US$14,834.4 million by 2023 and the expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 10.1%. The Game Console Devices eCommerce market is a sub-market of the Game Consoles market and accounts for 78.0% within this market. Further categories within the Game Consoles market are: Game Console Accessories.
eCommerce revenue development in the global Game Console Devices market
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
eCommerce revenue growth in the global Game Console Devices market
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
Net eCommerce revenue split by sub-category
Note: Data shown is using current exchange rates.
Source: ECDB analysis
2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | |
---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Growth (in %) | 15.0 | 55.4 | 21.7 | 75.9 | 66.4 | 43.2 | 70.2 | 87.1 |
AOV (in US$) | 0.2 | 0.3 | 0.3 | 0.7 | 0.1 | 0.4 | 0.5 | 0.4 |
CVR (in %) | 43.0 | 12.5 | 40.4 | 97.0 | 27.8 | 31.4 | 85.7 | 62.1 |
Market definition
Definition of the Game Console Devices market within the Electronics market
Market definition: Electronics > Consumer Electronics > Game Consoles > Game Console Devices The category Game Console Devices includes the online trade of home game consoles (e.g. playstation, xbox, wii) and portable game consoles (e.g. nintendo switch, playstation vita). This category does not cover console accessories (e.g. controllers, racing wheels). All monetary figures refer to the annual gross revenue and do not factor in shipping costs.
In-scope
- Home game consoles (e.g. PlayStation, XBox, Wii)
- Portable game consoles (e.g. Nintendo Switch, PlayStation Vita)
Out-of-scope
- Console accessories (e.g. controllers, racing wheels)
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