Skip to main content
  1. Market Insights
  2. Ecommerce

Toys & Hobby - United Kingdom

United Kingdom
  • Revenue in the Toys & Hobby Market is projected to reach US$4.73bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.93%, resulting in a projected market volume of US$6.61bn by 2029.
  • With a projected market volume of US$34.61bn in 2024, most revenue is generated China.
  • In the Toys & Hobby Market, the number of users is expected to amount to 22.9m users by 2029.
  • User penetration will be 31.4% in 2024 and is expected to hit 35.5% by 2029.
  • The average revenue per user (ARPU) is expected to amount to US$243.70.

Definition:

The eCommerce Toys & Hobby market refers to the online retail industry that sells toys and hobby-related products through e-commerce platforms. This market includes a wide range of products such as toys, games, puzzles, collectibles, arts and crafts supplies, remote-controlled vehicles, and hobby kits. Customers can browse and purchase these products online, and they are delivered to their doorstep. The eCommerce Toys & Hobby market offers a convenient way for consumers to access a variety of toys and hobby items from different brands and sellers in a single platform.

Structure:

The Toys & Hobby market comprises out of three different markets:

  • The Toys & Games market includes digital sales of dolls, action figures, card games, puzzles, and building blocks.
  • The Musical Instruments market comprises online sales of guitars, pianos, drums, and other instruments for music making.
  • The Sports Equipment market contains products such as skis, tennis, golf, balls, and other equipment for outdoor and indoor sports activities thorugh various digital channels.

Additional information:

eCommerce Toys & Hobby 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 Amazon, Walmart, and eBay.

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

In-Scope

  • Traditional toys and games, such as dolls, model vehicles, building blocks, puzzles, action figures, board games and educational toys
  • Musical instruments, such as pianos, violins, guitars, drums, musice production devices and accessories of musical instruments
  • Sports equipment, such as skis, surfboards, tennis rackets, balls, golf clubs, gym systems, tents and fishing equipment

Out-Of-Scope

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

Market Insights report

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

    Most recent update: Sep 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Oct 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

    ReCommerce

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 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

    Access more Market Insights on Ecommerce topics with our featured report

    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

    Contact

    Get in touch with us. We are happy to help.