Hobby & Leisure market in South Korea
The South Korean Hobby & Leisure eCommerce market is predicted to reach US$13,974.9 million by 2023 and accounts for 10.0% of the total eCommerce market in South Korea. It is expected to decrease over the next years. The expected compound annual growth rate for the next four years (CAGR 2023-2027) will be -0.8%, resulting in a projected market volume of US$13,529.7 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 Other Media market in South Korea
The South Korean Other Media eCommerce market is predicted to reach US$100.0 million by 2023 and accounts for 2.3% of the Media eCommerce market in South Korea. It is expected to decrease over the next years. The expected compound annual growth rate for the next four years (CAGR 2023-2027) will be -0.2%, resulting in a projected market volume of US$99.0 million by 2027. The Other Media eCommerce market is a sub-market of the Media market. Further categories within the Media market are: Books, eBooks & Audiobooks, and Video, CDs, Vinyl & Downloads.
eCommerce revenue development in the Other Media market in South Korea
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
eCommerce revenue growth in the Other Media market in South Korea
Note: Market revenue represents B2C sales of physical goods including VAT. It excludes B2B sales, C2C sales, returns, compensation for damaged or missing goods, any discounts granted and services. Data shown is using current exchange rates.
Source: ECDB analysis
Net eCommerce revenue split by sub-category
Note: Data shown is using current exchange rates.
Source: ECDB analysis
2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | |
---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Growth (in %) | 61.3 | 27.6 | 41.4 | 71.8 | 41.6 | 23.3 | 29.0 | 19.4 |
AOV (in US$) | 76.2 | 10.0 | 78.4 | 91.8 | 53.3 | 51.5 | 17.3 | 33.7 |
CVR (in %) | 61.3 | 27.6 | 41.4 | 71.8 | 41.6 | 23.3 | 29.0 | 19.4 |
Market definition
Definition of the Other Media market within the Hobby & Leisure market
Market definition: Hobby & Leisure > Media > Other Media The category Other Media includes the online trade of software, pc games, console games, and more. This category does not cover books (e.g. novels, thrillers, ebooks, audiobooks), video (e.g. dvds, blu-rays) or cds. All monetary figures refer to the annual gross revenue and do not factor in shipping costs.
In-scope
- Software
- PC games
- Console games
- Hiking maps
Out-of-scope
- Books (e.g. novels, thrillers, eBooks, audiobooks)
- Video (e.g. DVDs, Blu-Rays)
- CDs
- Vinyl
- Downloads
Select sub-category