The global e-commerce books, movies, music, and games market size was valued at USD 163.5 billion in 2020 and is expected to expand at a CAGR of 3.9% from 2021 to 2028. This can be attributed to the rising demand for books on e-commerce platforms from developed nations such the U.S., the U.K., and Germany. The retail market was confronted with the enormous growth of e-commerce coupled with increasing developments. Furthermore, the number of e-commerce startups has risen owing to the improvement of new technologies that let daily activities be more digitized. Besides, the increasing disposable income levels have endorsed customers to purchase more books, movies, music, and games. This revolution has led to the rise of the market for e-commerce books, movies, music, and games as top sub-sectors within e-commerce.
Moreover, repeat purchase rates amongst new e-commerce buyers in developed nations such as the U.S. and the U.K. are expected to drive the growth of the market for e-commerce books, movies, music, and games during the forecast period. Additionally, an increase in demand for computer/ console games among millennial players in developing as well as developed regions are expected to drive the growth of this market in coming years.
Furthermore, owing to the on-going COVID-19 pandemic, demand for books, movies, music, and games on e-commerce platforms has undergone a rapid increase in the first half of 2020. Generally, websites selling reading materials, computer games, and books online, generated the majority of visits in mid-2020. This is owing to the global Covid-19 pandemic which, amid other things, has enforced people globally to stay at home and miss out on their usual sorts of outdoor entertainment. Additionally, millions of students are now dependent on digital schoolrooms as schools remain shut to halt the spread of the virus. Thus, all these factors are consider ably driving the growth of the market for e-commerce books, movies, music, and games during the forecast period.
Increasing investments by market players in the latest technologies and focusing on easy-to-shop experience on their platforms are further anticipated to boost the industry sales. Moreover, promotional strategy and advertisement by the market players aids in the growth of the market. However, the absence of an incorporated end-to-end logistics platform for the distribution of products bought online is an important factor challenging the growth of the market for e-commerce books, movies, music, and games during the forecast period.
The books type segment accounted for the largest revenue share of over 40% in 2020. This growth is credited to the increasing demand for these items in developed nations. The easy availability of personalized books on e-commerce platforms such as comic books, children’s books, and curated book collections are anticipated to drive the growth of this segment in coming years.
The computer/console games type segment is the fastest-growing segment and is expected to witness significant growth over the forecast period. The segment is expected to witness a CAGR of 4.6% from 2021 to 2028 owing to increasing demand from developing nations such as China, Japan, and South Korea. Due to an increase in internet penetration, the demand for console games is on the rise among youngsters. All these factors are expected to drive the growth of this segment in the coming years.
Asia Pacific led the e-commerce books, movies, music, and games market and accounted for the largest revenue share of over 35.0% in 2020. This growth is due to the rising demand for computer/console games from developing countries, such as China, Japan, and India. The rising disposable income and increasing internet penetration in this region are major factors driving the demand. Furthermore, there has been significant demand for books in this region owing to increasing e-learning methods and digital classrooms. This, in turn, will drive the regional market for e-commerce books, movies, music, and games over the forecast period.
Europe is expected to register a significant growth rate of 4.1% from 2021 to 2028 due to the increasing demand for books, Blu-ray discs, and music CDs. Furthermore, upward sales of console games from millennials in this region are majorly driving the growth of the market.
Key players are focusing on R&D and introducing innovative products with the latest technology. Furthermore, enterprises are capitalizing in new warehouses to increase the storage and flourish supply chain of products in untapped regions worldwide. Also structured organizations, regional, and small-scale manufacturers are tying up with e-commerce platforms to increase their consumer base. Some of the prominent players in the e-commerce books, movies, music, and games market include:
Report Attribute |
Details |
Market size value in 2021 |
USD 169.3 billion |
Revenue forecast in 2028 |
USD 220.9 billion |
Growth rate |
CAGR of 3.9% from 2021 to 2028 |
Base year for estimation |
2020 |
Historical data |
2017 - 2019 |
Forecast period |
2021 - 2028 |
Quantitative units |
Revenue in USD million and CAGR from 2021 to 2028 |
Report coverage |
Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
Segments covered |
Type, region |
Regional scope |
North America; Europe; Asia Pacific; Central & South America; Middle East & Africa |
Country scope |
U.S.; Germany; U.K.; France; China; Japan; South Africa; Brazil |
Key companies profiled |
Walmart, Inc.; Amazon, Inc.; JD.com; Alibaba; eBay.com; Flipkart; Shopify |
Customization scope |
Free report customization (equivalent up to 8 analysts’ working days) with purchase. Addition or alteration to country, regional, and segment scope. |
This report forecasts revenue growth at global, regional, and country levels and provides an analysis of the latest industry trends in each of the sub-segment from 2017 to 2028. For the purpose of this study, Million Insights has segmented the global e-commerce books, movies, music, and games market report on the basis of type and region:
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