Books, movies, music & games e-commerce penetration rate worldwide 2017-2027

Books, movies, music & games e-commerce penetration rate worldwide from 2017 to 2027

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Release date

June 2023

Region

Worldwide

Survey time period

2017 to 2027

Supplementary notes

*Forecast
The e-Commerce market encompasses the sale of physical goods via a digital channel to a private end user (B2C). Incorporated in this definition are purchases via desktop computer (including notebooks and laptops) as well as purchases via mobile devices such as smartphones and tablets. The following are not included in the e-Commerce market: digitally distributed services (see instead: eServices), digital media downloads or streams, digitally distributed goods in B2B markets nor digital purchase or resale of used, defective or repaired goods (re-Commerce and C2C). All monetary figures refer to the annual gross revenue and do not factor in shipping costs and returns. *Forecast

In-scope: Physical media (e.g. books, DVDs, CDs, Blu-ray discs, computer/console games)

Out-of-scope: Digital media (e.g. video-on-demand, music downloads, eBooks)

Citation formats
Access all statistics starting from $2,388 USD yearly *

Statistics on " Entertainment e-commerce "

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eServices

5

Media

8

Leading streaming services

7

Tickets and events

6

Hobby

8
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