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Home Entertainment - Cambodia

Cambodia
  • Revenue in the Home Entertainment market is projected to reach US$5.2m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.22%, resulting in a projected market volume of US$8.4m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 199.6k users by 2029.
  • Household penetration will be 3.3% in 2024 and is expected to hit 5.8% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$48.37.

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 Cambodia has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in Cambodia have shifted towards home entertainment options, with an increasing number of consumers opting to enjoy entertainment within the comfort of their own homes.

    This can be attributed to several factors, including the rising popularity of streaming services such as Netflix and the convenience of on-demand content. Additionally, the affordability and accessibility of home entertainment devices have also contributed to the growing demand for these products in the market. Trends in the market indicate a strong preference for smart TVs and streaming devices.

    Consumers are increasingly looking for devices that offer internet connectivity and the ability to access a wide range of content. This trend is in line with the global market, where smart TVs and streaming devices have gained popularity due to their versatility and convenience. As a result, manufacturers and retailers in Cambodia are focusing on expanding their offerings in this segment to cater to consumer demand.

    Local special circumstances also play a role in the development of the Home Entertainment market in Cambodia. The country has witnessed rapid urbanization and an increase in disposable income, leading to a growing middle class with higher purchasing power. This has created a larger consumer base for home entertainment products and services.

    Additionally, the young population in Cambodia, which is tech-savvy and highly connected, has also contributed to the demand for home entertainment devices and services. Underlying macroeconomic factors further support the growth of the Home Entertainment market in Cambodia. The country's stable economic growth and improving infrastructure have created a favorable environment for the market to thrive.

    Moreover, the increasing internet penetration rate and the availability of affordable internet services have facilitated the adoption of streaming services and online content consumption. In conclusion, the Home Entertainment market in Cambodia is experiencing growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The shift towards home entertainment options, particularly smart TVs and streaming devices, is driven by the convenience and affordability they offer.

    The country's urbanization, rising disposable income, and tech-savvy population also contribute to the market's development. With the continued growth of Cambodia's economy and improving infrastructure, the Home Entertainment market is expected to expand further 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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