U.S. books, movies, music & games e-retail share 2017-2023

Physical books, movies, music & games sales as percentage of total retail e-commerce sales in the United States from 2017 to 2023

U.S. books, movies, music & games e-retail share 2017-2023 The statistic shows the U.S. e-retail share of physical book, music and video sales from 2017 to 2023. Physical media sales are expected to account for 4.7 percent of total retail e-commerce sales in the United States in 2023.
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Physical books, movies, music & games sales as percentage of total retail e-commerce sales in the United States from 2017 to 2023

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Share of total U.S. e-retail sales
2023*4.7%
2022*4.9%
2021*5.2%
2020*5.5%
2019*6%
20186.5%
20177.2%
Share of total U.S. e-retail sales
2023*4.7%
2022*4.9%
2021*5.2%
2020*5.5%
2019*6%
20186.5%
20177.2%
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The statistic shows the U.S. e-retail share of physical book, music and video sales from 2017 to 2023. Physical media sales are expected to account for 4.7 percent of total retail e-commerce sales in the United States in 2023.
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Release date
November 2018
Region
United States
Survey time period
2017 to 2018
Special properties
excluding digital sales
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.
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