Global Electronics market
The global Electronics eCommerce market is expected to increase over the next years. It is predicted to reach US$1,097,823.2 million by 2024 and the expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 7.4%. 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 60.6% of the global Electronics market.
Market development
eCommerce revenue development in the global Game Consoles market
The global Game Consoles eCommerce market is expected to increase over the next years. It is predicted to reach US$18,395.4 million by 2024 and the expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 15.1%. The Game Consoles eCommerce market is a sub-market of the Consumer Electronics market and accounts for 2.8% within this market. Further categories within the Consumer Electronics market are: Audio, Cameras, Computing, Fitness Trackers, Other Consumer Electronics, Printers & Scanners, TV & Video, and Telecommunications.
eCommerce revenue development in the global Game Consoles market
eCommerce revenue growth in the global Game Consoles market
Net eCommerce revenue split by sub-category
2017 | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | 2028 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | ||||
Growth (in %) | 57.3 | 10.9 | 96.9 | 4.8 | 66.4 | 3.8 | 96.3 | 72.0 | ||||
as of Consumer Electronics (in %) | 20.5 | 20.3 | 19.6 | 18.3 | 16.1 | 15.6 | 14.8 | 14.1 | 13.4 | 12.8 | 12.3 | 11.9 |
Market definition
Definition of the Game Consoles market within the Electronics market
Market definition: Electronics > Consumer Electronics > Game Consoles The category Game Consoles includes the online trade of game consoles (e.g. home game consoles, portable game consoles) and console accessories (e.g. controllers, racing wheels). This category does not cover 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
- Game consoles (e.g. home game consoles, portable game consoles)
- Console accessories (e.g. controllers, racing wheels)
Out-of-scope
- Game media and software (e.g. physical game discs, digital game downloads, game subscription services)
Market comparison
The Global Game Consoles market in a global comparison
Market comparison by growth, online share, and revenue in 2023
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