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.
Market development
eCommerce revenue development in the Other Media market in the U.S.
The U.S. Other Media eCommerce market is predicted to reach US$673.9 million by 2024 and accounts for 1.0% of the Media 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 2.6%, resulting in a projected market volume of US$747.1 million by 2028. The Other Media eCommerce market is a sub-market of the Media market. Further categories within the Media market are: Books, eBooks & Audiobooks, and Video, CDs, Vinyl & Downloads.
eCommerce revenue development in the Other Media market in the U.S.
eCommerce revenue growth in the Other Media market in the U.S.
Net eCommerce revenue split by sub-category
2020 | 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | 2027 | |
---|---|---|---|---|---|---|---|---|
Revenue (in mUS$) | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 | 0.0 |
Growth (in %) | 37.8 | 6.9 | 59.3 | 59.8 | 11.6 | 54.9 | 50.9 | 30.2 |
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
Market comparison
The U.S. Other Media market in a global comparison
Market comparison by growth, online share, and revenue in 2023
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