Global Electronics market

The global Electronics eCommerce market is expected to increase over the next years. It is predicted to reach US$1,221,216.3 million by 2024 and the expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 7.5%. 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 59.1% 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$19,748.2 million by 2024 and the expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 15.0%. The Game Consoles eCommerce market is a sub-market of the Consumer Electronics market and accounts for 2.7% 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

in million US$

eCommerce revenue growth in the global Game Consoles market

in %

Net eCommerce revenue split by sub-category

in %
20202021202220232024202520262027
Revenue (in mUS$)0.00.00.00.00.00.00.00.0
Growth (in %)15.160.959.122.032.952.152.664.6

Online share

eCommerce online share of the total Game Consoles market

The online share refers to the proportion of the retail volume that is transacted via the Internet. It includes purchases via desktop PC, tablet or smartphone, both via website or app. Only retail of physical goods is taken into account. In the global Game Consoles retail market, the online share is 42.9% and will increase by an average of 4.8% to 51.8% by 2028.

eCommerce online share of the total Game Consoles market

in %
20202021202220232024202520262027
Online share (in %)35.5%18.6%24.7%68.5%20.7%51.4%94.4%66.6%

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)