Global Toys, Hobby & DIY market

The global Toys, Hobby & DIY eCommerce market is expected to increase over the next years. It is predicted to reach US$784,200.8 million by 2023 and the expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 9.7%. ecommerceDB considers the following four sub-markets within the Toys, Hobby & DIY market: DIY, Garden & Pets, Hobby & Stationery, Toys & Baby, and Sports & Outdoor. DIY, Garden & Pets is the largest sub-market and accounts for 38.9% of the global Toys, Hobby & DIY market.

Market development

eCommerce revenue development in the global Toys, Hobby & DIY market

The global Toys, Hobby & DIY eCommerce market is expected to increase over the next years. It is predicted to reach US$784,200.8 million by 2023 and the expected compound annual growth rate for the next four years (CAGR 2023-2027) will be 9.7%. ecommerceDB considers the following four sub-markets within the Toys, Hobby & DIY market: DIY, Garden & Pets, Hobby & Stationery, Toys & Baby, and Sports & Outdoor. DIY, Garden & Pets is the largest sub-market and accounts for 38.9% of the global Toys, Hobby & DIY market.

eCommerce revenue development in the global Toys, Hobby & DIY market

in million US$, in %

Note: Data shown is using current exchange rates and reflects market impacts of the Russia-Ukraine war

Source: Statista Market Insights, ecommerceDB

2020 2021 2022 2023 2024 2025 2026 2027
Revenue (in mUS$) 0.0 0.0 0.0 0.0 0.0 0.0 0.0 0.0
Growth (in %) 47.8 21.2 99.6 23.6 76.4 34.7 4.4 99.4
AOV (in US$) 17.3 97.7 23.9 46.1 44.5 86.1 52.8 48.4
CVR (in %) 47.8 21.2 99.6 23.6 76.4 34.7 4.4 99.4
AOV: Average Order Value CVR: Conversion Rate

Top stores

Top five Toys, Hobby & DIY online stores worldwide by net sales 2021

With sales in the global Toys, Hobby & DIY market, amazon.com generated a revenue of US$28,955.2 million in 2021, which means it is the leading online store in this market. In second place is jd.com with a revenue of US$16,671.3 million, followed by walmart.com with a revenue of US$11,147.1 million. Altogether, the top three online stores account for a market share of about 27.3% within the top 100 stores of the given market. The global Toys, Hobby & DIY ranking is based on all online stores that generated sales in this market in 2021. Due to a country- and category-dependent approach, both national and international online stores can be part of the ranking. The ranking shows a filtered revenue. It only includes sales within the market Toys, Hobby & DIY.

eCommerce net sales generated in the Toys, Hobby & DIY market in 2021

in million US$

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, ecommerceDB analysis

no-access-0 no-access-1 no-access-2 no-access-3 no-access-4
Filtered revenue (in mUS$) 900.0 550.0 470.0 430.0 370.0
Share of global revenue (in %) 20.7 12.0 3.9 20.6 20.7
Global revenue (in mUS$) 8,300.0 4,600.0 1,190.0 2,122.0 1,814.0
Growth global revenue (in %) 8.3 12.4 33.6 18.0 12.6

Market definition

Definition of the Toys, Hobby & DIY market

Market definition: Toys, Hobby & DIY The category Toys, Hobby & DIY includes the digital B2C sale of goods which people buy for their leisure activities. These include traditional toys and games for children and adults, video game consoles, various musical instruments and their accessories, equipment for indoor and outdoor sports activities, equipment for fishing, DIY and garden products (e.g., sports equipment, outdoor equipment, flowers, plants, tools, DIY products), as well as hobby and stationery articles (e.g., art/collectors’ items, car parts, and adult entertainment products). Major sales channels in this market segment include internet retailers (e.g., amazon.com, walmart.com) and dedicated online stores (e.g., toysRus.com, hamleys.com, and staples.com). Digitally distributed services (see: eServices), digitally distributed goods in B2B markets, and the digital purchase or resale of used, defective, or repaired goods (reCommerce and C2C) are not included in this category. All monetary figures refer to the annual gross revenue and do not factor in shipping costs.

In-scope

  • Traditional toys and games
  • Video game consoles
  • Musical instruments
  • Sports equipment
  • Fishing equipment
  • Gardening tools and do-it-yourself kits

Out-of-scope

  • Board games
  • Video games
  • Sports apparel and footwear
  • Gambling equipment