Hobby & Leisure market in Belgium

Market development

eCommerce revenue development in the Hobby & Leisure market in Belgium

The Belgian Hobby & Leisure eCommerce market is predicted to reach US$1,939.8 million by 2024 and accounts for 25.3% of the total eCommerce market in Belgium. It is expected to increase over the next years. The expected compound annual growth rate for the next four years (CAGR 2024-2028) will be 8.7%, resulting in a projected market volume of US$2,708.8 million by 2028. Within the Hobby & Leisure market ECDB considers the following twelve sub-markets: Media, Sports Equipment, Pet Supplies, Stationery, Crafts & Art Supplies, Toys, Bullion & Precious Metal, Camping & Adventure, Musical Instruments, Flowers & Gifts, Other Hobby & Leisure, Erotic & Adult, and Smoking Supplies.

eCommerce revenue development in the Hobby & Leisure market in Belgium

in million US$

eCommerce revenue growth in the Hobby & Leisure market in Belgium

in %
20202021202220232024202520262027
Revenue (in mUS$)0.00.00.00.00.00.00.00.0
Growth (in %)95.271.25.555.719.283.834.854.5

Online share

eCommerce online share of the total Hobby & Leisure market in Belgium

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 Belgian Hobby & Leisure retail market, the online share is 12.7% and will increase by an average of 11.1% to 19.4% by 2028.

eCommerce online share of the total Hobby & Leisure market in Belgium

in %
20202021202220232024202520262027
Online share (in %)52.0%71.8%87.7%66.7%54.6%34.3%40.2%9.6%

Top stores

Top five Hobby & Leisure online stores in Belgium by net sales 2023

With sales in the Belgian Hobby & Leisure market, bol.com generated a revenue of US$249.3 million in 2023, which means it is the leading online store in this market. The Hobby & Leisure ranking of Belgium 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 graph shows a filtered revenue. It only includes national sales within the respective market.

eCommerce net sales generated in the Hobby & Leisure market in Belgium 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 Belgian Hobby & Leisure market

The Belgian Hobby & Leisure eCommerce market in 2023 in terms of offered payment methods is fragmented and highly competitive with VISA (Cards) covering the largest share with 91.3% of all online stores checked. Other offered payment methods in the Belgian Hobby & Leisure eCommerce market in 2023 are Mastercard (Cards) with 89.9%, Bancontact (E-wallets) with 75.4%, and PayPal (E-wallets) with 66.7%. With 52.2% Bank transfer/cash in advance (Bank transfer) still has a considerable market share amongst the offered payment methods compared to VISA (Cards).

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

in %

See all stores offering


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