Hobby & Leisure market in Indonesia
The Indonesian Hobby & Leisure eCommerce market is predicted to reach US$9,381.0 million by 2024 and accounts for 10.2% of the total eCommerce market in Indonesia. 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 16.8%, resulting in a projected market volume of US$17,471.7 million by 2028. Within the Hobby & Leisure market ECDB considers the following twelve sub-markets: Media, Stationery, Crafts & Art Supplies, Sports Equipment, Toys, Pet Supplies, Camping & Adventure, Musical Instruments, Bullion & Precious Metal, Flowers & Gifts, Other Hobby & Leisure, Smoking Supplies, and Erotic & Adult.
Monthly revenues
Monthly eCommerce revenues in the Indonesian Toys market
The monthly eCommerce revenue of the Indonesian Toys market was US$85 million in October 2024. This refers to a growth of 18.0% compared to September 2024. Within the last 12 months, the monthly revenue share was the highest in November 2023 with 9.5% of the total 2023 revenue of the Indonesian Toys market and the lowest in August 2024 with 7.7% of the total 2024 revenue.
Revenue Last Month
US$84.6m
The eCommerce revenue grew by 18.0% from September 2024 to October 2024.
Monthly revenue shares in the last 12 months
0-2024 | 1-2024 | 2-2024 | 3-2024 | 4-2024 | 5-2024 | 6-2024 | 7-2024 | 8-2024 | 9-2024 | 10-2024 | 11-2024 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Monthly revenue share (in %) | 89.5 | 50.2 | 33.7 | 63.7 | 34.2 | 70.9 | 90.0 | 20.5 | 82.3 | 30.0 | 84.4 | 84.4 |
Market development
eCommerce revenue development in the Toys market in Indonesia
The Indonesian Toys eCommerce market is predicted to reach US$913.4 million by 2024 and accounts for 9.7% of the Hobby & Leisure eCommerce market in Indonesia. 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 17.3%, resulting in a projected market volume of US$1,727.8 million by 2028. The Toys eCommerce market is a sub-market of the Hobby & Leisure market. Further categories within the Hobby & Leisure market are: Bullion & Precious Metal, Camping & Adventure, Erotic & Adult, Flowers & Gifts, Media, Musical Instruments, Other Hobby & Leisure, Pet Supplies, Smoking Supplies, Sports Equipment, and Stationery, Crafts & Art Supplies.
eCommerce revenue development in the Toys market in Indonesia
eCommerce revenue growth in the Toys market in Indonesia
Net eCommerce revenue split by sub-category
2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | |
---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Growth (in %) | 37.7 | 97.3 | 71.1 | 56.9 | 75.1 | 72.0 | 69.5 | 9.0 |
Top stores
Top five Toys online stores in Indonesia by net sales 2023
With sales in the Indonesian Toys market, gramedia.com generated a revenue of US$12.5 million in 2023, which means it is the leading online store in this market. The Toys ranking of Indonesia 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 Toys market in Indonesia in 2023
Filtered revenue / share eCommerce net sales refer to the year 2023 | Global revenue eCommerce net sales refer to the year 2023 | Growth eCommerce net sales growth refers to 2023/2022 | |
---|---|---|---|
US$900.0m 20.7% | US$8,300.0m | 8.3% | |
US$550.0m 12.0% | US$4,600.0m | 12.4% | |
US$470.0m 3.9% | US$1,190.0m | 33.6% | |
US$430.0m 20.6% | US$2,122.0m | 18.0% | |
US$370.0m 20.7% | US$1,814.0m | 12.6% |
See further stores
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
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