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Home Entertainment - Armenia

Armenia
  • Revenue in the Home Entertainment market is projected to reach US$1.9m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.57%, resulting in a projected market volume of US$3.2m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 67.6k users by 2029.
  • Household penetration will be 5.9% in 2024 and is expected to hit 10.9% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$52.68.

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

    Global Comparison

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Home Entertainment market in Armenia is experiencing a steady growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. Customer preferences in Armenia have shifted towards home entertainment products and services.

    With the advancement of technology and the availability of high-speed internet, consumers are increasingly opting for home entertainment options such as streaming services, gaming consoles, and smart TVs. This shift is driven by the convenience and flexibility these products offer, allowing consumers to enjoy a wide range of entertainment options from the comfort of their own homes. Trends in the market also contribute to the growth of the Home Entertainment industry in Armenia.

    One notable trend is the increasing popularity of streaming services. With the rise of platforms like Netflix and Amazon Prime Video, consumers have access to a vast library of movies, TV shows, and documentaries at their fingertips. This trend is driven by the convenience and affordability of streaming services, as well as the growing demand for on-demand content.

    Another trend in the market is the growing demand for gaming consoles. Gaming has become a popular form of entertainment among people of all ages in Armenia, with a particular focus on console gaming. This trend is driven by the immersive gaming experience offered by consoles, as well as the availability of a wide range of games.

    Additionally, the rise of esports has also contributed to the growth of the gaming industry in Armenia. Local special circumstances also play a role in the development of the Home Entertainment market in Armenia. The country has a young population that is highly tech-savvy and open to adopting new technologies.

    This demographic factor creates a favorable environment for the growth of the Home Entertainment industry, as young consumers are more likely to embrace new forms of entertainment. Underlying macroeconomic factors also contribute to the growth of the Home Entertainment market in Armenia. The country has experienced steady economic growth in recent years, which has led to an increase in disposable income.

    As a result, consumers have more purchasing power to invest in home entertainment products and services. Additionally, the government has been supportive of the technology sector, providing incentives and infrastructure to promote the growth of the industry. In conclusion, the Home Entertainment market in Armenia is experiencing growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

    The shift towards home entertainment options, such as streaming services and gaming consoles, is driven by convenience and flexibility. The young and tech-savvy population, along with the government's support for the technology sector, further contribute to the growth of the market. Overall, the Home Entertainment industry in Armenia is poised for continued expansion in the coming years.

    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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