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Video Games - Colombia

Colombia
  • Revenue in the Video Games Market is projected to reach US$3.45m in 2025.
  • Revenue is expected to show an annual growth rate (CAGR 2025-2029) of 0.42%, resulting in a projected market volume of US$3.51m by 2029.
  • With a projected market volume of US$2.04bn in 2025, most revenue is generated United States.
  • In the Video Games Market, the number of users is expected to amount to 1.8m users by 2029.
  • User penetration will be 3.9% in 2025 and is expected to hit 3.9% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$2.42.

Definition:

The eCommerce Video Games market refers to online sales of games in physical format, such as discs or cartridges. These games are typically sold by online retailers or marketplaces, delivered to final consumers and played on various gaming consoles or computers.

Additional information:

The eCommerce Video Games market comprises revenues, users, average revenue per user, and penetration rates. Revenues are derived from annual filings, national statistical offices, Google- and Alibaba-Trends and industry knowledge. Sales Channels show online and offline revenue shares, as well as, desktop and mobile sales distribution. Revenues are including VAT. The market only displays B2C revenues and users for the above-mentioned markets, hence C2C, B2B and reCommerce is not included.

Key players in the market are companies, such as GOG.com, gamestop.com and Amazon.

Market numbers for the total market sizes (online + offline) can also be found on the respective pages of the Advertising & Media Market Insights.

In-Scope
  • DVDs and Blu-ray discs
  • Computer/console games such as Sony Playstation games
Out-Of-Scope
  • Digital Video Games
  • Downloaded Games
  • Browser-based Games
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Analyst Opinion

    The Video Games eCommerce Market in Colombia is witnessing a mild decline, influenced by factors such as changing consumer preferences, increased competition from mobile gaming, and economic challenges affecting disposable income and spending on entertainment.

    Customer preferences:
    In Colombia, consumers are shifting towards more immersive and socially engaging gaming experiences, favoring multiplayer online games and esports that foster community interaction. Additionally, there is a growing preference for mobile gaming, reflecting a demographic trend where younger audiences prioritize accessibility and convenience. As internet connectivity improves, the demand for downloadable content and in-game purchases is rising, highlighting a cultural inclination towards customization and personalization in gaming experiences.

    Trends in the market:
    In Colombia, the Video Games eCommerce market is experiencing a significant shift towards immersive gaming experiences, where multiplayer online games and esports are increasingly popular, fostering vibrant community interactions. The rise in mobile gaming aligns with younger consumers' demands for accessibility and convenience. As internet infrastructure improves, there's a notable uptick in demand for downloadable content and in-game purchases, reflecting a desire for personalized gaming experiences. This trend presents new opportunities for developers, retailers, and advertisers to engage with a dynamic, tech-savvy audience.

    Local special circumstances:
    In Colombia, the Video Games eCommerce market is shaped by a blend of cultural enthusiasm for gaming and the influence of local content creators. The country's rich diversity fosters a unique gaming culture, where traditional and contemporary themes merge, appealing to a broad audience. Additionally, the regulatory environment encourages foreign investments while promoting local game development. As mobile connectivity expands, younger gamers increasingly turn to affordable, localized gaming options, driving demand for diverse content and enhancing community engagement in esports and multiplayer platforms.

    Underlying macroeconomic factors:
    The growth of the Video Games eCommerce market in Colombia is significantly influenced by macroeconomic factors such as increased internet penetration, economic stability, and favorable fiscal policies. With a young population and a rising middle class, there is a greater demand for affordable gaming options and platforms. The government’s support for technology and digital entrepreneurship fosters innovation and attracts foreign investments, enhancing local game development. Additionally, global trends in gaming, such as the rise of mobile gaming and esports, align with Colombia's cultural enthusiasm, further driving market expansion and community engagement.

    Sales Channels

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Users

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Jan 2025

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Data refers to B2C enterprises. Figures are based on the sale of physical goods via a digital channel to a private end consumer. This definition encompasses purchases via desktop computers (including notebooks and laptops) as well as purchases via mobile devices (e.g., smartphones and tablets). The following are not included in the eCommerce market: digitally distributed services (see instead: eServices), digital media downloads or streams, digitally distributed goods in B2B markets, and the digital purchase or resale of used, defective, or repaired goods (reCommerce and C2C). All monetary figures refer to the annual gross revenue and do not factor in shipping costs.

    Modeling approach / Market size:

    Market sizes are determined by a combined top-down and bottom-up approach, based on a specific rationale for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Statista Global Consumer Survey), data on shopping behavior (e.g., Google Trends, Alibaba Trends), and performance factors (e.g., user penetration, price/product). Furthermore, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration, and population. This data helps us estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, internet penetration, and population.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The impact of the Russia/Ukraine war is considered at a country-specific level.

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