Global Electronics market

The global Electronics eCommerce market is expected to increase over the next years. It is predicted to reach US$1,097,566.2 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 61.0% 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$2,589.7 million by 2024 and the expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 7.0%. The Game Console Accessories eCommerce market is a sub-market of the Game Consoles market and accounts for 14.9% within this market. Further categories within the Game Consoles market are: Game Console Devices.

eCommerce revenue development in the global Game Console Accessories market

in million US$

eCommerce revenue growth in the global Game Console Accessories 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 %)89.539.094.020.845.569.738.585.9

Online share

eCommerce online share of the total Game Console Accessories 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 Console Accessories retail market, the online share is 42.0% and will increase by an average of 5.8% to 52.7% by 2028.

eCommerce online share of the total Game Console Accessories market

in %
20202021202220232024202520262027
Online share (in %)51.6%50.8%48.1%48.4%50.1%9.9%94.7%14.2%

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)

Market comparison

The Global Game Console Accessories market in a global comparison

Market comparison by growth, online share, and revenue in 2023

in %