The eServices market worldwide is expected to reach a revenue of €318.80bn by 2023.
This projection indicates a projected market volume of €457.00bn by 2028, with an annual growth rate (CAGR 2023-2028) of 7.47%.
In 2024, the Online Gambling market is anticipated to experience a revenue growth of 12.3%.
However, the largest market within the eServices market is Online Education, which is projected to have a market volume of €153.10bn by 2023.
When comparing countries globally, in the United States is expected to generate the most revenue in the eServices market, with €117,700.00m in 2023.
The Online Gambling market is projected to have an average revenue per user (ARPU) of €495.50 in 2023.
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 10.5% in 2023.
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 is currently facing several major trends and issues, including the emergence of new technologies, increased consumer demand for digital services, and the disruption of traditional business models.
These trends have had a positive impact on the eServices market, resulting in an increase in revenue growth, market share, and consumer adoption. Additionally, the emergence of new technologies has enabled businesses to offer more innovative digital services, while consumer demand has driven increased competition in the market.
Going forward, it is likely that the eServices market will continue to experience strong growth. As more businesses adopt digital services and new technologies emerge, consumer demand for digital services is likely to continue to drive growth in the market. Additionally, traditional business models are likely to continue to be disrupted, resulting in further innovation and opportunities for businesses to take advantage of the digital economy.
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.
Key Market Indicators
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