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Global Hobby & Leisure eCommerce Market - Data, Trends, Top Stores - ECDB

Global Hobby & Leisure market

The global Hobby & Leisure eCommerce market is expected to increase over the next years. It is predicted to reach US$638,322.6 million by 2024 and the expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 7.2%. ECDB considers the following twelve sub-markets within the Hobby & Leisure market: Media, Sports Equipment, Stationery, Crafts & Art Supplies, Pet Supplies, Toys, Camping & Adventure, Erotic & Adult, Bullion & Precious Metal, Musical Instruments, Other Hobby & Leisure, Flowers & Gifts, and Smoking Supplies. Media is the largest sub-market and accounts for 27.3% of the global Hobby & Leisure market.

Monthly revenues

Monthly eCommerce revenues in the global Hobby & Leisure market

The monthly eCommerce revenue of the global Hobby & Leisure market was US$57,160 million in October 2024. This refers to a growth of 17.1% compared to September 2024. Within the last 12 months, the monthly revenue share was the highest in November 2023 with 9.4% of the total 2023 revenue of the global Hobby & Leisure market and the lowest in August 2024 with 7.6% of the total 2024 revenue.

Revenue Last Month

US$57,159.5m

The eCommerce revenue grew by 17.1% from September 2024 to October 2024.

10-2024+17.1%

Monthly revenue shares in the last 12 months

in %
0-20241-20242-20243-20244-20245-20246-20247-20248-20249-202410-202411-2024
Revenue (in mUS$)0.00.00.00.00.00.00.00.00.00.00.00.0
Monthly revenue share (in %)3.130.495.983.354.512.283.293.23.599.897.711.8

Market development

eCommerce revenue development in the global Hobby & Leisure market

The global Hobby & Leisure eCommerce market is expected to increase over the next years. It is predicted to reach US$638,322.6 million by 2024 and the expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 7.2%. ECDB considers the following twelve sub-markets within the Hobby & Leisure market: Media, Sports Equipment, Stationery, Crafts & Art Supplies, Pet Supplies, Toys, Camping & Adventure, Erotic & Adult, Bullion & Precious Metal, Musical Instruments, Other Hobby & Leisure, Flowers & Gifts, and Smoking Supplies. Media is the largest sub-market and accounts for 27.3% of the global Hobby & Leisure market.

eCommerce revenue development in the global Hobby & Leisure market

in million US$

eCommerce revenue growth in the global Hobby & Leisure market

in %

Net eCommerce revenue split by sub-category

in %
20202021202220232024202520262027
Revenue (in mUS$)0.00.00.00.00.00.00.00.0
Growth (in %)21.224.19.718.996.346.760.625.3

Online share

eCommerce online share of the total Hobby & Leisure market

The online share refers to the proportion of the retail volume that is transacted via the Internet. It includes purchases via desktop PC, tablet or smartphone, both via website or app. Only retail of physical goods is taken into account. In the global Hobby & Leisure retail market, the online share is 11.7% and will increase by an average of 7.0% to 15.3% by 2028.

eCommerce online share of the total Hobby & Leisure market

in %
20202021202220232024202520262027
Online share (in %)41.7%68.8%84.1%10.6%99.3%2.2%51.2%55.6%

Top stores

Top five Hobby & Leisure online stores worldwide by net sales 2023

With sales in the global Hobby & Leisure market, amazon.com generated a revenue of US$52,381.3 million in 2023, which means it is the leading online store in this market. The global Hobby & Leisure ranking is based on all online stores that generated sales in this market in 2023. Due to a country- and category-dependent approach, both national and international online stores can be part of the ranking. The ranking shows a filtered revenue. It only includes sales within the market Hobby & Leisure.

eCommerce net sales generated in the Hobby & Leisure market in 2023

in million US$
Filtered revenue / share
Global revenue
Growth
US$900.0m
20.7%
US$8,300.0m8.3%
US$550.0m
12.0%
US$4,600.0m12.4%
US$470.0m
3.9%
US$1,190.0m33.6%
US$430.0m
20.6%
US$2,122.0m18.0%
US$370.0m
20.7%
US$1,814.0m12.6%

Payment Methods

Top 5 offered payment methods in the Global Hobby & Leisure market

With 89.2% VISA the most commonly offered payment method of all online stores in the worldwide Hobby & Leisure eCommerce market in 2023. Like VISA Mastercard with a share of 88.8% and American Express with a share of 49.0% the payment type Cards is the most common used by online retailers in in the worldwide Hobby & Leisure eCommerce market in 2023. Other commonly used payment methods in that market are PayPal (E-wallets) with 67.5% and Bank transfer/cash in advance (Bank transfer) with 44.3% of stores offering that payment method to the clients.

Top 5 offered payment methods in the Global Hobby & Leisure market

in %

See all stores offering


Shipping Service Provider

Top 5 offered shipping providers in the Global Hobby & Leisure market

Despite DHL's dominant position with 28.8% of online stores opting for its services, the worldwide Hobby & Leisure eCommerce market in 2023 remains diverse and competitive. Several other shipping service providers, including UPS (United Parcel Service), DPD, USPS (United States Postal Service), and FedEx, hold smaller but significant shares, contributing to a dynamic and fragmented market.

Top 5 offered shipping providers in the Global Hobby & Leisure market

in %

Shop Software Solutions

Top 5 used shop software solutions in the Global Hobby & Leisure market

In the worldwide Hobby & Leisure eCommerce market, there is intense competition among various shop software solutions, leading to a highly fragmented landscape in 2023. None of the major shop software solution, including Shopify, Magento, and WooCommerce, have been able to secure a market share exceeding 13.2%, suggesting a diversified market with numerous players holding smaller stakes.

Top 5 used shop software solutions in the Global Hobby & Leisure market

in %

Market definition

Definition of the Hobby & Leisure market

Market definition: Hobby & Leisure The category Hobby & Leisure includes the digital B2C sale of various products, such as media, pet supplies, sports equipment, and more. Not part of the category are DIY building materials, consumer electronics (e.g. game consoles, gaming laptops, gaming PCs) or personalized and customized items. All monetary figures refer to the annual gross revenue and do not factor in shipping costs.

In-scope

  • Media
  • Pet supplies
  • Toy and games
  • Sports equipment
  • Camping & adventure
  • Stationery, crafts & art supplies
  • Erotic & adult
  • Bullion & precious metal
  • Flowers & gifts
  • Musical instruments
  • Smoking supplies

Out-of-scope

  • DIY building materials
  • Consumer electronics (e.g. game consoles, gaming laptops, gaming PCs)
  • Personalized and customized items
  • Workshops and other services