Hobby & Leisure market in Equatorial Guinea
The Equatorial Guinean Hobby & Leisure eCommerce market is predicted to reach US$6.1 million by 2023 and accounts for 22.5% of the total eCommerce market in Equatorial Guinea. It is expected to increase over the next years. The expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 6.6%, resulting in a projected market volume of US$8.0 million by 2027. 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.
Market development
eCommerce revenue development in the Toys market in Equatorial Guinea
The Equatorial Guinean Toys eCommerce market is predicted to reach US$0.5 million by 2023 and accounts for 7.6% of the Hobby & Leisure eCommerce market in Equatorial Guinea. It is expected to increase over the next years. The expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 7.7%, resulting in a projected market volume of US$0.6 million by 2027. The Toys eCommerce market is a sub-market of the Hobby & Leisure market. Further categories within the Hobby & Leisure market are: Bullion & Precious Metal, Camping & Adventure, Erotic & Adult, Flowers & Gifts, Media, Musical Instruments, Other Hobby & Leisure, Pet Supplies, Smoking Supplies, Sports Equipment, and Stationery, Crafts & Art Supplies.
eCommerce revenue development in the Toys market in Equatorial Guinea
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
eCommerce revenue growth in the Toys market in Equatorial Guinea
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
Net eCommerce revenue split by sub-category
Note: Data shown is using current exchange rates.
Source: ECDB analysis
2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | |
---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Growth (in %) | 16.5 | 16.8 | 41.5 | 16.2 | 49.2 | 40.7 | 49.8 | 90.9 |
AOV (in US$) | 17.8 | 82.6 | 59.1 | 34.7 | 26.2 | 97.4 | 16.2 | 92.6 |
CVR (in %) | 16.5 | 16.8 | 41.5 | 16.2 | 49.2 | 40.7 | 49.8 | 90.9 |
Market definition
Definition of the Toys market within the Hobby & Leisure market
Market definition: Hobby & Leisure > Toys In the category Toys digital channels are used to sell a variety of products, including baby and toddler toys (e.g. cuddly toys, rattles) and games (e.g. board games, card games). Not part of the category are video games and collectibles. All monetary figures refer to the annual gross revenue and do not factor in shipping costs.
In-scope
- Baby and toddler toys (e.g. cuddly toys, rattles)
- Games (e.g. board games, card games)
Out-of-scope
- Video Games
- Collectibles
Select sub-category
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- Camping & Adventure *
- Erotic & Adult *
- Flowers & Gifts *
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- Audiobooks *
- Other Media *
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- Musical Instruments *
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- Bird Supplies *
- Cat Supplies *
- Dog Supplies *
- Fish Supplies *
- Horse Supplies *
- Other Pet Supplies *
- Smoking Supplies *
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- Fishing Equipment *
- Fitness Equipment *
- Hunting & Weapons *
- Other Individual Sports *
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- Other Hobby & Leisure *
* Not available for the selected country