U.S. books, movies, music & games e-retail share 2017-2025

Books, movies, music & games sales as percentage of total retail e-commerce sales in the United States from 2017 to 2025

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Release date

January 2022

Region

United States

Special properties

excluding digital sales; forecast adjusted for expected impact of COVID-19

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)

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