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Home Entertainment - Argentina

Argentina
  • Revenue in the Home Entertainment market is projected to reach US$22.7m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of -11.57%, resulting in a projected market volume of US$12.3m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 6.1m users by 2029.
  • Household penetration will be 15.1% in 2024 and is expected to hit 55.2% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$14.13.

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

    Product Types

    Most recent update: Oct 2024

    Source: Statista Market Insights

    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 Argentina has been experiencing significant growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances.

    Customer preferences:
    In Argentina, customers have shown a strong preference for home entertainment products that provide immersive and high-quality experiences. This has led to a growing demand for advanced audio and video technologies, such as surround sound systems and high-definition televisions. Customers also value convenience and flexibility, leading to an increased adoption of streaming services and smart home entertainment devices.

    Trends in the market:
    One of the key trends in the Home Entertainment market in Argentina is the rise of streaming services. With the increasing availability of high-speed internet and the growing popularity of online content, customers are shifting towards streaming platforms for their entertainment needs. This trend is further fueled by the convenience and affordability of streaming services, as well as the wide range of content options available. As a result, traditional media formats, such as DVDs and CDs, are gradually being replaced by digital streaming. Another trend in the market is the integration of smart home technologies. Customers are increasingly seeking home entertainment products that can be seamlessly integrated with other smart devices in their homes. This includes smart speakers, voice-controlled assistants, and home automation systems. The ability to control and access entertainment content through voice commands or mobile apps has become a major selling point for many consumers.

    Local special circumstances:
    Argentina has a vibrant and culturally rich entertainment industry, which has contributed to the growth of the Home Entertainment market. The country has a strong tradition of music, film, and television production, which has fostered a strong consumer base for home entertainment products. Additionally, the availability of local content has played a significant role in driving the demand for home entertainment devices and services.

    Underlying macroeconomic factors:
    The growth of the Home Entertainment market in Argentina is also influenced by underlying macroeconomic factors. The country has witnessed an increase in disposable income levels, which has allowed consumers to spend more on entertainment products. Additionally, the government has implemented policies to promote the development of the digital economy, including investments in infrastructure and technology. These factors have created a favorable environment for the growth of the Home Entertainment market. In conclusion, the Home Entertainment market in Argentina is experiencing growth due to changing customer preferences, emerging trends such as streaming services and smart home technologies, as well as local special circumstances such as a vibrant entertainment industry. The underlying macroeconomic factors, including rising disposable income and government support, have further contributed to the market's development.

    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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    Home Entertainment: market data & analysis - BackgroundHome Entertainment: market data & analysis - Cover

    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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    Entertainment devices - statistics & facts

    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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