Average revenue (ARPU) in the Consumer Electronics market Australia 2019-2029

Average revenue per unit (ARPU) in the Consumer Electronics market for different segments Australia from 2019 to 2029

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Supplementary notes

Data provided by Statista Market Insights are estimates.

Definition:

Consumer electronics refers to a range of electronic devices, appliances, and gadgets designed for everyday use by individuals. The market is highly diverse and encompasses various product categories such as personal computing devices, audio and video systems, mobile devices, and smart home technology. These products are developed with the aim of enhancing personal productivity, communication, and entertainment. Technological advancements, shifting consumer preferences, and a growing desire for cost-effective, easy-to-use, and high-performance devices are some of the factors propelling the consumer electronics market.

Structure:

The Consumer Electronics market is segmented into six main segments:

  • The Telephony segment includes devices such as smartphones, feature phones, and landline phones. This segment is driven by the increasing demand for mobile devices that enable communication and provide access to the internet.
  • The TV, Radio & Multimedia segment includes products such as televisions, radios, digital cameras, speakers, and headphones. This segment is characterized by the demand for high-quality, immersive entertainment experiences.
  • The Computing segment includes laptops, desktops, tablets, and other computing devices. These products are designed to meet the needs of individuals for personal and professional computing tasks.
  • The TV Peripheral Devices segment includes products such as smart streaming devices, smart remotes, and video players. These products are designed to enhance the TV viewing experience and enable individuals to access content from various sources.
  • The Drones segment includes unmanned aerial vehicles (UAVs) that are used for personal purposes. The drone market is driven by the increasing demand for high-quality aerial photography and videography.
  • The Gaming Equipment segment includes gaming consoles and VR headsets. This segment is driven by the increasing popularity of video games and the rise of e-sports.

Additional Information:

The market comprises revenue, average revenue per capita, volume, average volume per capita, and price. Figures are generated through both online and offline sales channels and include spending by consumers (B2C). Key players in the market are companies like Apple, Samsung, Huawei, HP, Dell, and Sony. 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.

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