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Books, home video, music & video games e-commerce revenue worldwide from 2017 to 2030

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Sources

Release date

July 2025

Region

Worldwide

Survey time period

2017 to 2030

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. 


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

Out-of-scope: Digital media (e.g. Netflix, iTunes, and Amazon Kindle)

Citation formats

Books, home video, music, and video games e-commerce revenue 2017-2030

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

Statistics on " Entertainment e-commerce "

Other statistics that may interest you Entertainment e-commerce

eServices

5

Media

8

Leading streaming services

7

Tickets and events

6

Hobby

7
Access all statistics starting from $2,388 USD yearly *
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