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Home Entertainment - Guatemala

Guatemala
  • Revenue in the Home Entertainment market is projected to reach US$7.6m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 11.36%, resulting in a projected market volume of US$12.9m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 272.0k users by 2029.
  • Household penetration will be 4.1% in 2024 and is expected to hit 7.3% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$53.88.

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 Guatemala has been experiencing steady growth in recent years, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Home Entertainment market in Guatemala have shifted towards more immersive and interactive experiences.

    Consumers are increasingly looking for products and services that provide high-quality audio and visual experiences, such as smart TVs, sound systems, and gaming consoles. Additionally, there is a growing demand for streaming services and online content, as consumers seek convenience and flexibility in their entertainment choices. Trends in the market reflect the global shift towards digitalization and connectivity.

    Smart home devices, such as voice-controlled speakers and home automation systems, are gaining popularity among Guatemalan consumers. These devices offer convenience and control over various aspects of home entertainment, such as music streaming, video playback, and lighting. Furthermore, the rise of e-commerce platforms has made it easier for consumers to access a wide range of home entertainment products and services, contributing to market growth.

    Local special circumstances in Guatemala, such as the increasing urbanization and rising disposable incomes, have also played a role in the development of the Home Entertainment market. As more people move to urban areas, there is a greater demand for home entertainment products and services to enhance the quality of life. Additionally, the growing middle class in Guatemala has more disposable income to spend on leisure and entertainment, driving the demand for home entertainment products.

    Underlying macroeconomic factors, such as GDP growth and technological advancements, have also contributed to the development of the Home Entertainment market in Guatemala. The country's stable economic growth has provided a favorable environment for businesses to invest in the market and expand their offerings. Technological advancements, such as the increasing availability of high-speed internet and the proliferation of mobile devices, have made it easier for consumers to access and consume home entertainment content.

    In conclusion, the Home Entertainment market in Guatemala is experiencing growth due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors. Consumers are seeking more immersive and interactive experiences, driving the demand for high-quality audio and visual products. The rise of digitalization and connectivity, along with the increasing urbanization and rising disposable incomes, have further fueled the market growth.

    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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