Consumer Electronics - GCC

  • GCC
  • The revenue generated in the Consumer Electronics market in GCC amounts to US$9.2bn in 2024.
  • This market segment is projected to grow annually by 0.81% (CAGR 2024-2029).
  • The largest segment in this market is Telephony, with a market volume of US$4.6bn in 2024.
  • When compared globally, in China generates the highest revenue, amounting to US$198.5bn in 2024.
  • In terms of per capita figures, each person in GCC generates US$149.40 in revenue in 2024.
  • By 2029, the volume in the Consumer Electronics market is expected to reach 87.9m pieces.
  • Additionally, the market is expected to exhibit a volume growth of 0.9% in 2025.
  • The average volume per person in the Consumer Electronics market is expected to be 1.4pieces in 2024.
  • In the GCC, the consumer electronics market is experiencing a surge in demand for smart home devices, driven by the region's affluent population and growing interest in technology-driven lifestyle enhancements.

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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