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Home Entertainment - Americas

Americas
  • Revenue in the Home Entertainment market is projected to reach US$4.6bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 2.96%, resulting in a projected market volume of US$5.3bn by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 94.0m users by 2029.
  • Household penetration will be 13.9% in 2024 and is expected to hit 31.7% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$114.20.

Definition:

Home Entertainmentmarket comprises the sale of products for multi-room entertainment (e.g., sound systems) as well as connected remote controls and streaming devices (e.g., Amazon Fire TV stick, Google Chromecast).
General, freely programmable buttons and switches (see Control & Connectivity) or light bulbs for different lighting scenarios (see Comfort & Lighting) are not included. Smart TVs are also not considered here because their functions are, in most cases, not directly controlled via the Internet but networking is primarily used for the retrieval of media content.

Additional Information:

The market comprises revenue, average revenue per smart home, number of smart homes so as the household penetration rate by smart home, and key players. Figures are generated through both online and offline sales channels and include exclusive spending by consumers (B2C). Market leaders include Amazon, Google, Harman Kardon, Samsung, Bose, and other brands renowned for their innovation, brand recognition, and expansive distribution channels within their respective categories. For more information on the data displayed, use the info button right next to the boxes.

In-Scope

  • Digitally connected and controlled devices for entertainment purposes
  • Various multiroom entertainment systems (audio and/or video) with a primary focus on entertainment (e.g., Juke 6& 8, Sonos Era 100 Arc 5.1 Heimkino Set)
  • Streaming devices (e.g., Amazon Fire TV stick, Google Chromecast)
  • Entertainment remotes

Out-Of-Scope

  • Classical entertainment devices without smart home connection
  • Smart TVs and receivers without smart home integration
  • Smart speakers with a primary focus on Control & Connectivity (Amazon Echo, Google Home etc.)
  • B2B/C2C sales of any kind (e.g. to hotels or office buildings)
Home Entertainment: market data & analysis - Cover

Market Insights report

Home Entertainment: market data & analysis

Study Details

    Revenue

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

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Key Players

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Product Types

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Home Entertainment market in Americas has experienced significant growth in recent years, driven by changing customer preferences and advancements in technology.

    Customer preferences:
    Customers in Americas are increasingly seeking immersive and interactive home entertainment experiences. They are looking for high-quality audio and visual systems that can replicate the experience of being in a movie theater or concert hall. As a result, there is a growing demand for large-screen televisions, high-definition audio systems, and virtual reality (VR) devices. Additionally, customers are increasingly interested in smart home entertainment systems that can be controlled through voice commands or mobile applications.

    Trends in the market:
    One of the key trends in the Home Entertainment market in Americas is the rise of streaming services. Customers are moving away from traditional cable and satellite TV subscriptions and opting for streaming platforms such as Netflix, Amazon Prime Video, and Hulu. This trend is driven by the convenience and flexibility of streaming services, as well as the wide range of content available. As a result, there is a decline in the sales of physical media such as DVDs and Blu-rays. Another trend in the market is the increasing popularity of gaming consoles. Gaming has become a mainstream form of entertainment, attracting a wide range of customers across different age groups. The introduction of new consoles with advanced graphics and immersive gameplay experiences has contributed to the growth of the gaming market in Americas. Additionally, the rise of esports has further boosted the demand for gaming consoles and accessories.

    Local special circumstances:
    The Home Entertainment market in Americas is diverse, with different countries having their own unique preferences and market dynamics. For example, in the United States, there is a strong demand for high-end audio and visual systems, driven by the affluent population and a culture that values entertainment. In contrast, in countries like Brazil and Mexico, price sensitivity is a key factor influencing customer preferences. Customers in these countries are more likely to opt for affordable home entertainment solutions.

    Underlying macroeconomic factors:
    The growth of the Home Entertainment market in Americas can be attributed to several macroeconomic factors. Firstly, the increasing disposable income in the region has allowed customers to spend more on leisure activities, including home entertainment. Secondly, advancements in technology have made home entertainment systems more accessible and affordable. The declining prices of televisions, audio systems, and gaming consoles have made them more affordable for a wider range of customers. Finally, the growing popularity of online shopping has made it easier for customers to purchase home entertainment products, further driving market growth. Overall, the Home Entertainment market in Americas is experiencing significant growth due to changing customer preferences, the rise of streaming services, the popularity of gaming consoles, and underlying macroeconomic factors. As technology continues to evolve and customer demands change, the market is expected to continue its upward trajectory.

    Methodology

    Data coverage:

    The data encompasses B2C enterprises. Figures are based on the sales of smart home products, excluding taxes.

    Modeling approach:

    Market sizes are determined through a bottom-up approach, building on a specific rationale for each market category. As a basis for evaluating markets, we use the Statista Global Consumer Survey, market data from independent databases and third-party sources, and Statista interviews with market experts. In addition, we use relevant key market indicators and data from country-specific associations, such as household internet penetration and consumer spending for households. 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 innovative products due to the non-linear growth of technology adoption. The main drivers are GDP/capita, level of digitization, and consumer attitudes toward smart home integration.

    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 once a year, in case market dynamics change we do more frequent updates.

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    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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    After a day spent working or studying, everybody needs to relax: be it watching movies, listening to music, or playing games. Today, consumers can choose from an array of technological products to perform such activities. Known as entertainment devices, they can be defined as devices used for viewing and playing various types of media. As part of the consumer electronics industry, entertainment devices include TVs and streaming devices, smartphones, laptops, tablets, gaming consoles, and extended reality (XR) devices, such as virtual reality headsets.
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