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Home Entertainment - Eastern Asia

Eastern Asia
  • Revenue in the Home Entertainment market is projected to reach US$4.3bn in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 14.00%, resulting in a projected market volume of US$8.2bn by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 236.6m users by 2029.
  • Household penetration will be 13.0% in 2024 and is expected to hit 40.7% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$57.40.

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

    Notes: The shares above do not add up to 100%. Only top brands are shown.

    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 Eastern Asia is experiencing significant growth and development. Customer preferences in the region are driving the demand for home entertainment products.

    With the increasing popularity of streaming services and digital content, consumers are seeking high-quality audio and visual experiences in the comfort of their own homes. This has led to a surge in demand for smart TVs, soundbars, and home theater systems. Additionally, the rise of gaming culture in Eastern Asia has further fueled the demand for gaming consoles and accessories.

    Trends in the market indicate a shift towards more immersive and interactive home entertainment experiences. Virtual reality (VR) technology is gaining traction, with consumers looking for ways to enhance their gaming and movie-watching experiences. This trend is driving the demand for VR headsets and related accessories.

    Furthermore, the integration of voice control and smart home technology into home entertainment systems is becoming increasingly popular, allowing consumers to easily control their devices and access content through voice commands. Local special circumstances in Eastern Asia also contribute to the development of the Home Entertainment market. The region is home to some of the world's largest electronics manufacturers, who have a strong presence in the market.

    These companies have the resources and expertise to develop innovative products that cater to the specific needs and preferences of Eastern Asian consumers. Additionally, the region's strong internet infrastructure and high smartphone penetration rate provide a solid foundation for the growth of streaming services and digital content consumption. Underlying macroeconomic factors further support the growth of the Home Entertainment market in Eastern Asia.

    The region has experienced rapid economic growth in recent years, leading to an increase in disposable income and consumer spending. As a result, more consumers are able to afford home entertainment products and are willing to invest in premium devices for a better entertainment experience. Furthermore, the growing middle class in Eastern Asia is driving demand for affordable yet high-quality home entertainment options, creating opportunities for both established and emerging brands in the market.

    In conclusion, the Home Entertainment market in Eastern Asia is developing rapidly due to customer preferences for immersive and interactive experiences, trends towards VR technology and smart home integration, local special circumstances such as the presence of major electronics manufacturers and strong internet infrastructure, and underlying macroeconomic factors such as rising disposable income and a growing middle class. This market is poised for continued growth and innovation as consumers in the region seek to enhance their home entertainment experiences.

    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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    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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