Hobby & Leisure market in Japan
The Japanese Hobby & Leisure eCommerce market is predicted to reach US$28,478.3 million by 2023 and accounts for 22.8% of the total eCommerce market in Japan. 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 7.3%, resulting in a projected market volume of US$37,709.5 million by 2027. Within the Hobby & Leisure market ECDB considers the following twelve sub-markets: Media, Sports Equipment, Stationery, Crafts & Art Supplies, Pet 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 Japan
The Japanese Toys eCommerce market is predicted to reach US$2,694.3 million by 2023 and accounts for 9.5% of the Hobby & Leisure eCommerce market in Japan. 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 8.1%, resulting in a projected market volume of US$3,684.8 million by 2027. The Toys eCommerce market is a sub-market of the Hobby & Leisure market. Further categories within the Hobby & Leisure market are: Bullion & Precious Metal, Camping & Adventure, Erotic & Adult, Flowers & Gifts, Media, Musical Instruments, Other Hobby & Leisure, Pet Supplies, Smoking Supplies, Sports Equipment, and Stationery, Crafts & Art Supplies.
eCommerce revenue development in the Toys market in Japan
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
eCommerce revenue growth in the Toys market in Japan
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
Net eCommerce revenue split by sub-category
Note: Data shown is using current exchange rates.
Source: ECDB analysis
2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | |
---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Growth (in %) | 42.8 | 77.0 | 61.8 | 87.5 | 37.7 | 84.1 | 76.6 | 50.2 |
AOV (in US$) | 1.0 | 0.3 | 0.5 | 0.9 | 0.3 | 0.2 | 0.6 | 0.9 |
CVR (in %) | 85.4 | 51.0 | 71.4 | 33.9 | 71.4 | 28.4 | 23.1 | 18.2 |
Top stores
Top five Toys online stores in Japan by net sales 2022
With sales in the Japanese Toys market, amazon.co.jp generated a revenue of US$513.3 million in 2022, which means it is the leading online store in this market. The Toys ranking of Japan is based on all online stores that generated sales in this market in 2022. 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 Japan in 2022
Note: First party net sales generated after deduction of returns, allowances for damaged or missing goods and any discounts allowed
Source: Annual report, secondary sources, ECDB analysis
Filtered revenue / share
eCommerce net sales refer to the year 2022
|
Global revenue
eCommerce net sales refer to the year 2022
|
Growth
eCommerce net sales growth refers to 2022/2021
| |
---|---|---|---|
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
Select sub-category