The eServices market worldwide is expected to reach a revenue of US$385.60bn by 2024.
This projection indicates a projected market volume of US$498.60bn by 2028, with an annual growth rate (CAGR 2024-2028) of 6.64%.
In 2025, the Online Education market is anticipated to experience a revenue growth of 10.1%.
However, the largest market within the eServices market is Online Education, which is projected to have a market volume of US$185.20bn by 2024.
When comparing countries globally, in the United States is expected to generate the most revenue in the eServices market, with US$149,400.00m in 2024.
The Online Gambling market is projected to have an average revenue per user (ARPU) of US$549.20 in 2024.
On the other hand, the number of users in the Online Education market is expected to reach 1.1bn users by 2028.
Lastly, the user penetration rate in the Online Gambling market is estimated to be at 11.2% in 2024.
Worldwide, the eServices market is experiencing a surge in demand for online streaming platforms, with countries like the United States leading the way in terms of subscription numbers and content variety.
eServices refer to the delivery of services through electronic means, typically via the internet. eServices offer the convenience of conducting transactions and accessing information online and have become increasingly popular in recent years due to the growth of internet accessibility and the increasing use of digital devices. The eServices market continues to expand as consumers seek efficient and convenient ways to access and purchase various services.
The definition of eServices does not include media content acquired online (see: Digital Media) or the online sale of physical goods (see: eCommerce). Furthermore, no business-to-business segments are included, and neither are revenues from software downloads and services, or price/product comparison site commission fees.
eServices includes the event ticketing market, which covers the sale of tickets for sporting events, music concerts, and cinema showings. The dating services market includes online dating platforms, matchmaking services, and casual dating sites. The online education market encompasses the provision of university education, online learning platforms, and professional certification programs. Lastly, the online gambling market which covers online sports betting, online casinos, and online lotteries.
Data includes revenue figures in Gross Merchandise Value (GMV), Users, average revenue per user (ARPU), and user penetration rate. User and revenue figures represent B2C services.
Online booked and digitally issued event tickets for sports events, music events, and cinemas such as Ticketmaster, StubHub, or CTS eventim
Online dating services, including matchmaking, online dating, and casual datings such as Tinder, Bumble, or Badoo
Online Education, including universities, platforms and professional certificates such as Udem, Coursera, or EdX
Offline booking by telephone or through agencies
Online ticket reservations without direct checkout process
The eServices market Worldwide is experiencing significant growth and development. Customer preferences are shifting towards online and digital services, leading to increased demand for eServices across various industries. This trend is driven by several factors, including convenience, cost-effectiveness, and the increasing penetration of smartphones and internet access.
Customer preferences: Customers are increasingly seeking convenience in their daily lives, and eServices provide a solution to fulfill this need. Online shopping, food delivery, and ride-hailing services are gaining popularity as they offer the convenience of ordering products or services from the comfort of one's home. Additionally, the COVID-19 pandemic has accelerated the adoption of eServices as people look for contactless alternatives to traditional services.
Trends in the market: The eServices market is witnessing a surge in the demand for online entertainment and streaming platforms. With the proliferation of high-speed internet and the availability of affordable smartphones, consumers are turning to digital platforms for entertainment purposes. Streaming services such as Netflix and Amazon Prime Video have seen a significant increase in subscribers, and the trend is expected to continue. Another emerging trend in the eServices market is the rise of online education and e-learning platforms. With the closure of schools and universities during the pandemic, students and professionals have turned to online platforms to continue their education and skill development. This trend is likely to continue even after the pandemic, as online learning offers flexibility and accessibility to a wide range of courses and resources.
Local special circumstances: In some countries, the eServices market is further fueled by specific local circumstances. For example, in countries with a large unbanked population, mobile payment services have gained traction as they provide a convenient and secure way to make financial transactions. In other regions, the lack of physical infrastructure and access to basic services has led to the rapid adoption of eServices, such as online healthcare consultations and telemedicine.
Underlying macroeconomic factors: The growth of the eServices market is also influenced by underlying macroeconomic factors. Rising internet penetration, particularly in developing countries, is a key driver of eServices adoption. As more people gain access to the internet, the potential customer base for eServices expands. Additionally, the increasing disposable income and changing lifestyles of consumers contribute to the growth of the eServices market. In conclusion, the eServices market in Worldwide is experiencing significant growth and development driven by changing customer preferences, technological advancements, and underlying macroeconomic factors. The convenience and cost-effectiveness of eServices, coupled with the increasing penetration of smartphones and internet access, are fueling the demand for online and digital services across various industries. As the market continues to evolve, it is crucial for businesses to adapt and innovate to meet the changing needs and expectations of customers.
The data encompasses B2C enterprises. Figures are based on Gross Merchandise Value (GMV) and represent what consumers pay for these products and services. The user metrics show the number of customers who have made at least one online purchase within the past 12 months.
Modeling approach / Market size:
Market sizes are determined through a bottom-up approach, building on predefined factors for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies, third-party studies and reports, as well as survey results from our primary research (e.g., the Statista Global Consumer Survey). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, GDP per capita, and internet connection speed. This data helps us estimate the market size for each country individually.
In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing. The main drivers are internet users, urban population, usage of key players, and attitudes toward online services.
The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. GCS data is reweighted for representativeness.