Skip to main content
  1. Market Insights
  2. Consumer
  3. Smart Home

Home Entertainment - Georgia

Georgia
  • Revenue in the Home Entertainment market is projected to reach US$1.4m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.36%, resulting in a projected market volume of US$2.4m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 52.3k users by 2029.
  • Household penetration will be 3.5% in 2024 and is expected to hit 6.2% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$48.10.

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 Georgia has been witnessing significant growth in recent years, driven by changing customer preferences and the availability of advanced technologies. Customer preferences in the Home Entertainment market have shifted towards more immersive and interactive experiences.

    With the rise of streaming platforms and online content, consumers are increasingly looking for high-quality audio and video systems that can enhance their entertainment experience at home. This has led to a growing demand for home theater systems, surround sound speakers, and large-screen televisions. Additionally, there is a growing interest in smart home devices that can integrate different entertainment systems and provide seamless control through voice commands or mobile applications.

    Trends in the Home Entertainment market in Georgia reflect global developments in the industry. The market is witnessing a shift towards wireless and connected devices, allowing consumers to stream content from various sources without the need for physical connections. This trend is driven by advancements in wireless technologies such as Bluetooth and Wi-Fi, as well as the increasing availability of high-speed internet connections.

    As a result, products such as wireless speakers, smart TVs, and streaming devices are gaining popularity among consumers. Local special circumstances in Georgia also contribute to the growth of the Home Entertainment market. The country has a young and tech-savvy population that is increasingly adopting new technologies and seeking innovative entertainment solutions.

    Furthermore, Georgia has a strong tradition of music and cinema, which further fuels the demand for high-quality audio and video systems. Underlying macroeconomic factors also play a role in the development of the Home Entertainment market in Georgia. The country has been experiencing steady economic growth, which has led to an increase in disposable income and consumer spending.

    As a result, more people are willing to invest in home entertainment systems and devices. In conclusion, the Home Entertainment market in Georgia is witnessing growth due to changing customer preferences, global trends in the industry, local special circumstances, and underlying macroeconomic factors. As technology continues to advance and consumer demand for immersive entertainment experiences grows, the market is expected to further expand 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.

    Consumer

    Access more Market Insights on Consumer topics with our featured report

    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

    Explore more high-quality data on related topic

    Smart home - statistics & facts

    Smart homes use connected devices and appliances to perform actions, tasks, and automated routines to save money, time, and energy. They are the ongoing revolution of the humble home appliance mixed with AI, robotics, and improvement in IoT technologies. AI in particular, speeding up response times and working as an automation bridge between homeowner and home is already having an impact.
    More data on the topic

    Explore more high-quality data on related topic

    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.
    More data on the topic

    Contact

    Get in touch with us. We are happy to help.