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Construction Sets & Models - United Kingdom

United Kingdom
  • Revenue in the Construction Sets & Models Market is projected to reach US$581.10m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.25%, resulting in a projected market volume of US$824.60m by 2029.
  • With a projected market volume of US$4.78bn in 2024, most revenue is generated United States.
  • In the Construction Sets & Models Market, the number of users is expected to amount to 11.0m users by 2029.
  • User penetration will be 13.3% in 2024 and is expected to hit 17.1% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$70.87.

Definition:

The eCommerce Construction Sets & Models market refers to the online retail industry that offers a wide range of construction sets and models as products for purchase. These sets and models are often used for educational or recreational purposes, allowing consumers to build and assemble various structures, vehicles, or other objects using pre-designed components. The eCommerce platform enables customers to browse and purchase these construction sets and models conveniently from online stores, providing a vast selection and easy delivery options.

Additional information:

eCommerce Construction Sets & Models comprises revenues, users, average revenue per user, and penetration rates. Revenues are derived from annual filings, national statistical offices, Google- and Alibaba-Trends, and industry knowledge. Sales channels show online and offline revenue shares, as well as desktop and mobile sales distribution. Revenues are including VAT. The market only displays B2C revenues and users for the above-mentioned markets, hence C2C, B2B, and reCommerce are not included.

Key players in the market are companies, such as LEGO, Mattel, and Hasbro.

Market numbers for the total market sizes (online + offline) can also be found on the respective pages of the Consumer Market Insights.

In-Scope

  • Building blocks and construction kits, such as LEGO Classic Creative Bricks and Mega Construx
  • Magnetic building tiles, such as Magna-Tiles, Magformers
  • Miniature models including vehicles, aircraft and ships, such as Revell Airbus and Hot Wheel Car

Out-Of-Scope

  • Offline revenues, such as sales in physical toy stores
Toys & Hobby eCommerce: market data & analysis - Cover

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Toys & Hobby eCommerce: market data & analysis

Study Details

    Revenue

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

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Sales Channels

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Users

    Most recent update: Aug 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Data refers to B2C enterprises. Figures are based on the sale of physical goods via a digital channel to a private end consumer. This definition encompasses purchases via desktop computers (including notebooks and laptops) as well as purchases via mobile devices (e.g., smartphones and tablets). The following are not included in the eCommerce market: digitally distributed services (see instead: eServices), digital media downloads or streams, digitally distributed goods in B2B markets, and the digital purchase or resale of used, defective, or repaired goods (reCommerce and C2C). All monetary figures refer to the annual gross revenue and do not factor in shipping costs.

    Modeling approach / Market size:

    Market sizes are determined by a combined top-down and bottom-up approach, based on a specific rationale for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Statista Global Consumer Survey), data on shopping behavior (e.g., Google Trends, Alibaba Trends), and performance factors (e.g., user penetration, price/product). Furthermore, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration, and population. 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 particular market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, internet penetration, and population.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The impact of the Russia/Ukraine war is considered at a country-specific level.

    Ecommerce

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    Toys & Hobby eCommerce: market data & analysis - BackgroundToys & Hobby eCommerce: market data & analysis - Cover

    Key Market Indicators

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

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