2021
Exports
$374World Rnk 0 / 0
Flag Rnk 0 / 0
falsefalseN/A
2022
PRODUCT COMPLEXITY IN Video and Card Games
0.81Rnk 241 / 1025
2021
Imports
$162kWorld Rnk 190 / 217
Flag Rnk 244 / 770

About

Imports In 2022, British Virgin Islands imported $162k in Video and Card Games, becoming the 190th largest importer of Video and Card Games in the world. At the same year, Video and Card Games was the 244th most imported product in British Virgin Islands. British Virgin Islands imports Video and Card Games primarily from: United States ($160k), China ($2.23k), Poland ($341), and Guyana ($54).

The fastest growing import markets in Video and Card Games for British Virgin Islands between 2021 and 2022 were China ($2.23k), Poland ($341), and Guyana ($54).

Latest Trends

Jul 2024

Subnational Monthly Trade

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Flow
Y-AXIS SCALE

For a full breakdown of trade patterns, visit the trend explorer or the product in country profile.

The following visualization shows the latest trends on Video and Card Games. Countries are shown based on data availability.

* Using January 2020 exchange rates when trade data is reported in local currency.

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Historical Data

Trade Balance

Color
EXPORTS (2021)$374
IMPORTS (2022)$162k
NET TRADE (2022)-$162k

In 2022, British Virgin Islands imported $162k in Video and Card Games, mainly from United States ($160k), China ($2.23k), Poland ($341), and Guyana ($54).

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Export Destinations (2022)

Import Origins (2022)

Market Growth

Flow
THE FASTEST DECLINING MARKETS FOR THE EXPORT OF Video and Card Games BY British Virgin Islands WERE (N/A - 2021):
Dominica-$259 (-100%)
Guyana-$115 (-100%)

Change in Exports by Market (2021 - 2022)

Market Concentration

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Flow
Type
In 2022, British Virgin Islands's main exporting competitors in Video and Card Games were:
In 2022, British Virgin Islands's main importing competitors in Video and Card Games were:

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Trade Value of Video and Card Games by Exporters

Potential Exports

Potential Exports

Flow
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N/A
N/AN/A
N/AN/A

Video and Card Games’s highest export potential is N/A. With an export gap of N/A.   Video and Card Games’s highest import potential is N/A with an import gap of N/A.

See methodology.

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