Hobby & Leisure market in the U.S.

The U.S. Hobby & Leisure eCommerce market is predicted to reach US$220,297.0 million by 2024 and accounts for 20.7% of the total eCommerce market in the United States. 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 6.7%, resulting in a projected market volume of US$285,671.0 million by 2028. Within the Hobby & Leisure market ECDB considers the following twelve sub-markets: Media, Stationery, Crafts & Art Supplies, Pet Supplies, Sports Equipment, Toys, Camping & Adventure, Musical Instruments, Bullion & Precious Metal, Other Hobby & Leisure, Flowers & Gifts, Erotic & Adult, and Smoking Supplies.

Monthly revenues

Monthly eCommerce revenues in the U.S. Hobby & Leisure market

The monthly eCommerce revenue of the U.S. Hobby & Leisure market was US$21,014 million in October 2024. This refers to a growth of 25.6% compared to September 2024. Within the last 12 months, the monthly revenue share was the highest in December 2023 with 10.1% of the total 2023 revenue of the U.S. Hobby & Leisure market and the lowest in February 2024 with 7.5% of the total 2024 revenue.

Revenue Last Month

US$21,014.2m

The eCommerce revenue grew by 25.6% from September 2024 to October 2024.

10-2024+25.6%

Monthly revenue shares in the last 12 months

in %
0-20241-20242-20243-20244-20245-20246-20247-20248-20249-202410-202411-2024
Revenue (in mUS$)0.00.00.00.00.00.00.00.00.00.00.00.0
Monthly revenue share (in %)91.671.691.375.681.258.366.746.530.733.391.581.4

Market development

eCommerce revenue development in the Hobby & Leisure market in the U.S.

The U.S. Hobby & Leisure eCommerce market is predicted to reach US$220,297.0 million by 2024 and accounts for 20.7% of the total eCommerce market in the United States. 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 6.7%, resulting in a projected market volume of US$285,671.0 million by 2028. Within the Hobby & Leisure market ECDB considers the following twelve sub-markets: Media, Stationery, Crafts & Art Supplies, Pet Supplies, Sports Equipment, Toys, Camping & Adventure, Musical Instruments, Bullion & Precious Metal, Other Hobby & Leisure, Flowers & Gifts, Erotic & Adult, and Smoking Supplies.

eCommerce revenue development in the Hobby & Leisure market in the U.S.

in million US$

eCommerce revenue growth in the Hobby & Leisure market in the U.S.

in %

Net eCommerce revenue split by sub-category

in %
20202021202220232024202520262027
Revenue (in mUS$)0.00.00.00.00.00.00.00.0
Growth (in %)27.126.764.967.171.372.093.677.9

Online share

eCommerce online share of the total Hobby & Leisure market in the U.S.

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 U.S. Hobby & Leisure retail market, the online share is 24.0% and will increase by an average of 8.6% to 33.4% by 2028.

eCommerce online share of the total Hobby & Leisure market in the U.S.

in %
20202021202220232024202520262027
Online share (in %)92.8%46.1%83.8%16.9%7.0%78.4%45.8%3.9%

Top stores

Top five Hobby & Leisure online stores in the U.S. by net sales 2023

With sales in the U.S. Hobby & Leisure market, amazon.com generated a revenue of US$51,011.3 million in 2023, which means it is the leading online store in this market. The Hobby & Leisure ranking of the United States 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 the U.S. 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 U.S. Hobby & Leisure market

With 96.3% VISA the most commonly offered payment method of all online stores in the U.S. Hobby & Leisure eCommerce market in 2023. Like VISA Mastercard with a penetration of 95.9%, American Express with a share of 89.2%, and Discover with a share of 81.6% the payment type Cards is the most common used by online retailers in in the U.S. Hobby & Leisure eCommerce market in 2023. With a share 70.4% PayPal is the most common used payment method offered to the clients of type E-wallets.

Top 5 offered payment methods in the U.S. Hobby & Leisure market

in %

See all stores offering


Shipping Service Provider

Top 5 offered shipping providers in the U.S. Hobby & Leisure market

Despite USPS (United States Postal Service)'s dominant position with 67.4% of online stores opting for its services, the U.S. Hobby & Leisure eCommerce market in 2023 remains diverse and competitive. Several other shipping service providers, including UPS (United Parcel Service), FedEx, DHL, and EMS, hold smaller but significant shares, contributing to a dynamic and fragmented market.

Top 5 offered shipping providers in the U.S. Hobby & Leisure market

in %

Shop Software Solutions

Top 5 used shop software solutions in the U.S. Hobby & Leisure market

In the U.S. Hobby & Leisure eCommerce market in 2023, Shopify is the leading shop software solution, used by over 30.9% of online retailers. Magento comes in second, but with a much lower usage rate of 9.9%. Meanwhile, BigCommerce, WooCommerce, and Salesforce Commerce Cloud are used by a relatively small number of online retailers.

Top 5 used shop software solutions in the U.S. Hobby & Leisure market

in %

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