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Home Entertainment - Austria

Austria
  • Revenue in the Home Entertainment market is projected to reach US$90.5m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 3.14%, resulting in a projected market volume of US$105.6m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 1.6m users by 2029.
  • Household penetration will be 14.7% in 2024 and is expected to hit 38.1% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$151.50.

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 Austria is experiencing steady growth due to changing customer preferences and the influence of local special circumstances.

    Customer preferences:
    Austrian consumers have shown a strong preference for high-quality home entertainment products. They value immersive experiences and seek out devices that offer superior picture and sound quality. This has led to an increase in demand for high-definition televisions, home theater systems, and surround sound speakers. Additionally, there is a growing interest in smart home entertainment systems that can be easily integrated with other smart devices in the household.

    Trends in the market:
    One of the key trends in the Home Entertainment market in Austria is the rise of streaming services. With the increasing availability of high-speed internet connections, consumers are opting for online streaming platforms to access a wide variety of content. This has led to a decline in traditional media formats such as DVDs and Blu-ray discs. Streaming services also offer the convenience of on-demand viewing, allowing consumers to watch their favorite shows and movies at their own pace. As a result, there has been a shift towards internet-connected televisions and streaming devices. Another trend in the market is the growing popularity of gaming consoles. Austria has a strong gaming culture, and consumers are willing to invest in gaming consoles that offer advanced graphics and immersive gameplay. This trend is fueled by the increasing number of game releases and the rise of e-sports competitions. Gaming consoles also serve as multi-purpose devices, allowing users to stream content, access social media, and browse the internet.

    Local special circumstances:
    Austria's strong economy and high disposable income levels contribute to the growth of the Home Entertainment market. Consumers have the financial means to invest in high-end home entertainment products and are willing to pay a premium for quality. Additionally, the country's well-developed infrastructure and widespread access to high-speed internet make it conducive for the adoption of streaming services and online content consumption.

    Underlying macroeconomic factors:
    The Home Entertainment market in Austria is also influenced by macroeconomic factors such as population growth, urbanization, and technological advancements. The country's growing population and increasing urbanization rates result in a larger consumer base and higher demand for home entertainment products. Technological advancements, particularly in the areas of display technology and audio systems, drive innovation in the market and attract consumers looking for the latest features and enhancements. In conclusion, the Home Entertainment market in Austria is experiencing growth due to changing customer preferences, including a preference for high-quality products and the adoption of streaming services. The country's strong economy, high disposable income levels, and well-developed infrastructure also contribute to the market's development. Additionally, macroeconomic factors such as population growth, urbanization, and technological advancements play a role in shaping the market trends.

    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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