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Link to original content: http://www.statista.com/outlook/cmo/smart-home/home-entertainment/worldwide
Home Entertainment - Worldwide | Statista Market ForecastSkip to main content
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Home Entertainment - Worldwide

Worldwide
  • Revenue in the Home Entertainment market is projected to reach US$14.6bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.02%, resulting in a projected market volume of US$20.5bn by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 576.0m users by 2029.
  • Household penetration will be 9.9% in 2024 and is expected to hit 27.5% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$73.13.

Definition:

Home Entertainmentmarket comprises the sale of products for multi-room entertainment (e.g., sound systems) as well as connected remote controls and streaming devices (e.g., Amazon Fire TV stick, Google Chromecast).
General, freely programmable buttons and switches (see Control & Connectivity) or light bulbs for different lighting scenarios (see Comfort & Lighting) are not included. Smart TVs are also not considered here because their functions are, in most cases, not directly controlled via the Internet but networking is primarily used for the retrieval of media content.

Additional Information:

The market comprises revenue, average revenue per smart home, number of smart homes so as the household penetration rate by smart home, and key players. Figures are generated through both online and offline sales channels and include exclusive spending by consumers (B2C). Market leaders include Amazon, Google, Harman Kardon, Samsung, Bose, and other brands renowned for their innovation, brand recognition, and expansive distribution channels within their respective categories. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Digitally connected and controlled devices for entertainment purposes
  • Various multiroom entertainment systems (audio and/or video) with a primary focus on entertainment (e.g., Juke 6& 8, Sonos Era 100 Arc 5.1 Heimkino Set)
  • Streaming devices (e.g., Amazon Fire TV stick, Google Chromecast)
  • Entertainment remotes

Out-Of-Scope

  • Classical entertainment devices without smart home connection
  • Smart TVs and receivers without smart home integration
  • Smart speakers with a primary focus on Control & Connectivity (Amazon Echo, Google Home etc.)
  • B2B/C2C sales of any kind (e.g. to hotels or office buildings)
Home Entertainment: market data & analysis - Cover

Market Insights report

Home Entertainment: market data & analysis

Study Details

    Revenue

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

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Product Types

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Home Entertainment market is experiencing significant growth worldwide. Customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors are all contributing to this development.

    Customer preferences play a crucial role in driving the growth of the Home Entertainment market. Consumers are increasingly seeking convenience and flexibility in their entertainment options. The demand for streaming services, such as Netflix and Amazon Prime Video, has surged in recent years, as they offer a wide range of content that can be accessed anytime and anywhere.

    This shift towards digital entertainment has also led to an increase in the adoption of smart TVs and streaming devices, which allow users to access these services directly on their televisions. Additionally, there is a growing preference for home theater systems and soundbars, as consumers seek to recreate the cinematic experience in the comfort of their own homes. Trends in the market are also shaping the development of the Home Entertainment industry.

    The rapid advancement of technology has led to the introduction of innovative products and services. For example, virtual reality (VR) and augmented reality (AR) technologies are being integrated into home entertainment systems, providing users with immersive experiences. Furthermore, the emergence of voice-controlled devices, such as smart speakers, has transformed the way consumers interact with their entertainment systems.

    These devices enable users to control their TVs, streaming services, and other home entertainment devices through voice commands, enhancing convenience and ease of use. Local special circumstances in different regions also contribute to the growth of the Home Entertainment market. In developed countries, where disposable incomes are higher, consumers are more willing to invest in high-end home entertainment systems.

    On the other hand, in emerging economies, the rising middle class and increasing urbanization are driving the demand for affordable home entertainment options. Moreover, cultural factors can influence consumer preferences. For example, in some countries, there is a strong preference for local content, leading to the growth of regional streaming platforms that cater to these specific needs.

    Underlying macroeconomic factors also play a significant role in the development of the Home Entertainment market. Economic growth and stability contribute to higher consumer spending power, enabling individuals to invest in home entertainment systems. Additionally, advancements in internet infrastructure and connectivity have made it easier for consumers to access online streaming services and digital content.

    Furthermore, the increasing availability of affordable smartphones and tablets has expanded the potential consumer base for digital entertainment. In conclusion, the Home Entertainment market is experiencing significant growth worldwide due to customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors. The demand for convenience, flexibility, and innovative technologies is driving the adoption of home entertainment systems.

    As technology continues to advance and consumer preferences evolve, the Home Entertainment market is expected to continue its upward trajectory.

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the sales of smart home products, excluding taxes.

    Modeling approach:

    Market sizes are determined through a bottom-up approach, building on a specific rationale for each market category. As a basis for evaluating markets, we use the Statista Global Consumer Survey, market data from independent databases and third-party sources, and Statista interviews with market experts. In addition, we use relevant key market indicators and data from country-specific associations, such as household internet penetration and consumer spending for households. 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, the S-curve function and exponential trend smoothing are well suited for forecasting innovative products due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward smart home integration.

    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 once a year, in case market dynamics change we do more frequent updates.

    Consumer

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    Home Entertainment: market data & analysis - BackgroundHome Entertainment: 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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    Entertainment devices - statistics & facts

    After a day spent working or studying, everybody needs to relax: be it watching movies, listening to music, or playing games. Today, consumers can choose from an array of technological products to perform such activities. Known as entertainment devices, they can be defined as devices used for viewing and playing various types of media. As part of the consumer electronics industry, entertainment devices include TVs and streaming devices, smartphones, laptops, tablets, gaming consoles, and extended reality (XR) devices, such as virtual reality headsets.
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