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Home Entertainment - Eastern Europe

Eastern Europe
  • Revenue in the Home Entertainment market is projected to reach US$291.4m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 4.82%, resulting in a projected market volume of US$368.7m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 8.1m users by 2029.
  • Household penetration will be 5.2% in 2024 and is expected to hit 12.5% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$86.56.

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 Eastern Europe has been experiencing significant growth in recent years. This can be attributed to a combination of customer preferences, trends in the market, local special circumstances, and underlying macroeconomic factors.

    Customer preferences in Eastern Europe have shifted towards home entertainment due to various reasons. One major factor is the increasing availability of affordable and high-quality home entertainment products such as smart TVs, gaming consoles, and streaming devices. Customers are also increasingly seeking convenience and personalized entertainment options, which can be easily accessed and enjoyed from the comfort of their own homes.

    This has led to a surge in demand for streaming services, online gaming, and home theater systems. Trends in the market have also contributed to the growth of the Home Entertainment market in Eastern Europe. One notable trend is the rise of online streaming platforms.

    With the increasing availability of high-speed internet and the growing popularity of digital content, more and more customers are opting for streaming services to access movies, TV shows, and music. This trend has been further accelerated by the COVID-19 pandemic, as people have spent more time at home and turned to streaming platforms for entertainment. Another trend in the market is the increasing popularity of gaming.

    Eastern Europe has a strong gaming culture, and the region has seen a rise in the number of gamers and gaming enthusiasts. This has led to a higher demand for gaming consoles, accessories, and online gaming subscriptions. The eSports industry has also gained traction in Eastern Europe, with a growing number of professional gamers and eSports tournaments taking place in the region.

    Local special circumstances in Eastern Europe have also played a role in the development of the Home Entertainment market. The region has a large and young population, which is more tech-savvy and open to adopting new technologies. This has created a favorable environment for the growth of the home entertainment industry.

    Additionally, the relatively lower cost of living in Eastern Europe compared to Western Europe has made home entertainment more affordable and accessible to a wider range of customers. Underlying macroeconomic factors have further fueled the growth of the Home Entertainment market in Eastern Europe. The region has experienced steady economic growth in recent years, leading to an increase in disposable income and consumer spending.

    This has allowed more customers to invest in home entertainment products and services. Furthermore, the increasing urbanization and improving infrastructure in Eastern Europe have made it easier for companies to distribute and market their home entertainment products to a larger customer base. In conclusion, the Home Entertainment market in Eastern Europe is experiencing significant growth due to customer preferences, market trends, local special circumstances, and macroeconomic factors.

    The shift towards home entertainment, the rise of streaming platforms and gaming, the young and tech-savvy population, and the favorable economic conditions in the region have all contributed to the development of the market.

    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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