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Golf Equipment - United States

United States
  • In the United States, the revenue in the Golf Equipment market reaches a significant amount of US$3bn in the year 2025.
  • It is projected that the market will experience an annual growth rate of 4.11% (CAGR 2025-2029).
  • When compared globally, China generates the highest revenue in the Golf Equipment market, amounting to US$9bn in 2025.
  • In terms of per capita revenues, each person in the United States generates US$7.78 in 2025.
  • The Golf Equipment market is an important and lucrative industry that continues to thrive.
  • The United States is experiencing a surge in demand for high-quality golf equipment, as players seek to enhance their game and stay competitive in the sport.

Definition:

Golf equipment refers to the tools and accessories used for playing golf, such as clubs, balls, bags, gloves, shoes, and carts. The equipment can be broadly classified into two categories: playing gear and accessories. Playing gear includes items such as clubs, balls, and bags, while accessories include items such as gloves, shoes, and carts. The golf equipment market is highly dependent on factors such as the popularity of the sport, technological advancements in equipment design, and the availability of raw materials.

Additional Information:

The market comprises revenue and average revenue per capita. Figures are generated through both online and offline sales channels and include spending by consumers (B2C). Key players in the market are companies like Acushnet Holdings, Callaway Golf, TaylorMade Golf, and Ping. These companies are leaders in their respective segments and are known for their innovative products, brand reputation, and extensive distribution networks. For more information on the data displayed, use the info button right next to the boxes.

In-Scope
  • Golf clubs
  • Golf balls
  • Golf bags, gloves, trolleys, carts, and other golf accessories
Out-Of-Scope
  • Golf polos, hats, and other sports apparel
  • Golf shoes and other sports footwear

Revenue

NOTES: Data was converted from local currencies using average exchange rates of the respective year.

MOST_RECENT_UPDATE: Dec 2024

SOURCE: Statista Market Insights

MOST_RECENT_UPDATE: Dec 2024

SOURCE: Statista Market Insights

Key Players

MOST_RECENT_UPDATE: Mar 2024

SOURCE: Statista Market Insights

Sales Channels

MOST_RECENT_UPDATE: Jan 2025

SOURCE: Statista Market Insights

Global Comparison

MOST_RECENT_UPDATE: Dec 2024

SOURCE: Statista Market Insights

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on goods people buy for their leisure activities and hobbies.

Modeling approach:

Market sizes are determined through a Top-Down approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use in-house market research, national statistical offices, international institutions, trade associations, third-party studies, and survey results from our primary research (e.g., the Statista Global Consumer Survey). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, and household number. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, exponential trend smoothing is well suited for forecasting the Toys & Hobby market with a projected steady growth. The main drivers are GDP per capita and consumer spending per capita.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year.

Key Market Indicators

NOTES: Based on data from IMF, World Bank, UN and Eurostat

MOST_RECENT_UPDATE: Jan 2025

SOURCE: Statista Market Insights

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