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Headphones - Albania

Albania
  • In 2024, the Headphones market in Albania is projected to generate a revenue of US$2.8m.
  • According to the compound annual growth rate (CAGR) from 2024 to 2029, the market is expected to grow annually by 1.24%.
  • Comparatively, China generates the highest revenue in the global market, with a total of US$4.1bn in 2024.
  • When considering the population figures, the per person revenue in Albania's Headphones market is estimated to be US$0.99 in 2024.
  • Looking ahead, the volume of the Headphones market is predicted to reach 344.0k pieces by 2029.
  • In 2025.0, the market is projected to experience a volume growth of 1.2%.
  • On average, each person in Albania is expected to have a volume of 0.1pieces in the Headphones market in 2024.
  • Albania's headphone market is experiencing a surge in demand for wireless earbuds due to their convenience and portability.

Definition:

Headphones are a type of audio device that can be worn on the head or around the neck. They contain speakers inside the ear cups that are positioned close to the ears, enabling individuals to listen to audio content without disturbing others in their surroundings. There are several types of headphones, including over-ear headphones, on-ear headphones, and in-ear headphones (also known as earbuds). Headphones can also be classified into wired or wireless, and some models offer noise cancelling technology, which blocks out background noise. They can be used for a variety of purposes, including music listening, watching movies and videos, gaming, and making phone calls.

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 such as Samsung, LG, 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.

In-Scope

  • On-Ear Headphones
  • Earbud Headphones
  • Over-Ear Headphones

Out-Of-Scope

  • Cordless microphones with transmitter
  • Hearing aids
  • Cases

Revenue

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

Most recent update: Jun 2024

Source: Statista Market Insights

Most recent update: Jun 2024

Source: Statista Market Insights

Notes: The chart “Comparable Estimates” shows the forecasted development of the selected market from different sources. Please see the additional information for methodology and publication date.

Most recent update: Feb 2023

Volume

Most recent update: Jun 2024

Source: Statista Market Insights

Most recent update: Jun 2024

Source: Statista Market Insights

Key Players

Most recent update: Mar 2024

Source: Statista Market Insights

Price

Most recent update: Jun 2024

Source: Statista Market Insights

Sales Channels

Most recent update: Mar 2024

Source: Statista Market Insights

Gaming Share

Most recent update: Mar 2024

Source: Statista Market Insights

Global Comparison

Most recent update: Jun 2024

Source: Statista Market Insights

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on electronic and digital devices used privately either for entertainment (televisions, game consoles, smart speakers, etc.), communication (telephones, smartphones, etc.) or home-office activities (printers, copiers, etc.).

Modeling approach:

Market sizes are determined through a bottom-up approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., the Statista Global Consumer Survey), as well as performance factors (e.g., user penetration, price per product, usage). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, number of internet users, smartphone penetration rate, household number and consumer price index. 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 electronic products due to the non-linear growth of technology adoption and regular product upgrade. The main drivers are GDP per capita, consumer spending per capita, and 5G penetration rate.

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 twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). GCS data is reweighted for representativeness.

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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Speakers - statistics & facts

Nowadays, no party is a proper party without a good speaker. As consumer demand for speakers continues to increase, the industry is set to grow steadily. The speaker market offers a wide range of products, including home theatre systems that provide an encompassing listening experience and wireless speakers that can play your favorite song wherever you like. Furthermore, in an era dominated by artificial intelligence (AI) and smart technology, the growth of the industry is also driven by the increasing popularity of smart speakers, that is, speakers with an embedded voice assistant that work as a smart home hub and can perform a vast array of activities, from playing music and movies to answering questions to writing a shopping list.
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