Consumer Electronics - NAFTA

  • NAFTA
  • The revenue generated in the Consumer Electronics market in 2024 amounts to US$181.5bn.
  • It is projected that the market will experience an annual growth rate of 1.55% (CAGR 2024-2029).
  • The largest segment in this market is Telephony, with a market volume of US$76.4bn in 2024.
  • When compared globally, in China generates the highest revenue in the Consumer Electronics market, with US$198.5bn in 2024.
  • In terms of per capita figures, the average revenue generated per person in 2024 is US$354.70.
  • By 2029, the volume of the Consumer Electronics market is expected to reach 1,310.0m pieces.
  • Additionally, a volume growth of 1.1% is anticipated in 2025.
  • The average volume per person in the Consumer Electronics market is projected to be 2.4pieces in 2024.
  • It is important to note that these figures specifically pertain to the Consumer Electronics market within the NAFTA region.
  • In the Consumer Electronics market in NAFTA, the United States is leading the way with its innovative tech products and high consumer demand.

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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