Consumer Electronics - Baltics

  • Baltics
  • The Consumer Electronics market in the Baltics is projected to generate a revenue of US$974.9m in 2024.
  • It is anticipated to experience an annual growth rate of 1.51% (CAGR 2024-2029).
  • The largest segment in this market is Telephony, with a market volume of US$432.4m in 2024.
  • In comparison to other countries worldwide, in China leads in revenue generation with an estimated amount of US$198.5bn in 2024.
  • Considering the total population, the per person revenue in the Baltics is expected to reach US$169.80 in 2024.
  • Looking ahead, the volume in the Consumer Electronics market is projected to reach 8,825.0k pieces by 2029.
  • Furthermore, there is an estimated volume growth of 0.8% in 2025.
  • The average volume per person in the Consumer Electronics market is anticipated to be 1.5pieces in 2024.
  • "The Baltics have seen a surge in consumer demand for smart home devices, with an increasing number of households embracing automation and connectivity."

Key regions: United States, Worldwide, India, Europe, Germany

 
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Analyst Opinion

The consumer electronics market is in a state of constant development as smart electronic devices continue to replace traditional products in the consumer electronic market. Smartphones dominate the market by generating the highest revenues for consumer electronics, whereby the key players of Apple and Samsung also use their technology for other electronic devices, enabling them to expand their dominance in the market. New key players threatening Apple and Samsung’s market position are Chinese competitors such as Xiaomi and Huawei which are showing record growth levels for smartphones and other electronic products. The key drivers in the market which foresee future growth potential are the following: the expansion of 5G networks allowing massive amounts of data to be transferred in real-time, promoting concepts such as smart cities and the interconnectivity of objects; virtual reality which is being led by Metaverse, previously known as Facebook, promising to create a parallel world; and the gaming sector, which subsequently can integrate virtual reality technologies to create a gaming experience which can enables the virtual and the real to be combined.

Methodology

Modeling approach:

Overview

  • Revenue
  • Key Players
  • Volume
  • Price
  • Analyst Opinion
  • Sales Channels
  • Global Comparison
  • Methodology
  • Key Market Indicators
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