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Home Entertainment - Estonia

Estonia
  • Revenue in the Home Entertainment market is projected to reach US$25.3m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 6.41%, resulting in a projected market volume of US$34.5m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 50.9k users by 2029.
  • Household penetration will be 5.4% in 2024 and is expected to hit 8.2% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$752.80.

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 Estonia has experienced significant growth in recent years, driven by changing customer preferences and advancements in technology. Customer preferences in the Home Entertainment market have shifted towards more immersive and interactive experiences.

    Consumers are increasingly seeking out high-quality audio and visual equipment, such as large-screen televisions and surround sound systems, to enhance their viewing and gaming experiences. Additionally, there is a growing demand for smart home devices that can seamlessly integrate with entertainment systems, allowing users to control their audio and visual experiences through voice commands or mobile apps. Trends in the market also indicate a rise in the popularity of streaming services and online content consumption.

    As internet connectivity improves and streaming platforms become more accessible, consumers are opting for on-demand content rather than traditional broadcast television. This shift has led to an increase in the adoption of streaming devices, such as smart TVs, media players, and streaming sticks, which allow users to access a wide range of content from various online platforms. Local special circumstances in Estonia, such as its relatively small population and limited availability of localized content, have also influenced the development of the Home Entertainment market.

    Due to the smaller market size, Estonia may not be a priority for international content providers, resulting in a limited selection of localized content compared to larger markets. However, this has also created opportunities for local content creators and distributors to cater to the specific needs and preferences of Estonian consumers. Underlying macroeconomic factors, such as rising disposable incomes and increasing urbanization, have played a role in the growth of the Home Entertainment market in Estonia.

    As the economy strengthens and more people move to urban areas, there is a greater affordability and accessibility of home entertainment products and services. This, in turn, has fueled demand and encouraged market players to introduce innovative and technologically advanced products to capture the growing consumer base. In conclusion, the Home Entertainment market in Estonia is evolving to meet the changing preferences of consumers.

    The demand for immersive experiences, streaming services, and smart home integration has driven the growth of the market. Local special circumstances and macroeconomic factors have also influenced the development of the market, creating opportunities for local content creators and distributors, as well as international players. As technology continues to advance and consumer expectations evolve, the Home Entertainment market in Estonia is expected to further expand and diversify.

    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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