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

Home Entertainment - Guinea

Guinea
  • Revenue in the Home Entertainment market is projected to reach US$656.5k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.83%, resulting in a projected market volume of US$1.1m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 45.5k users by 2029.
  • Household penetration will be 1.0% in 2024 and is expected to hit 1.7% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$28.86.

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 Guinea has been experiencing significant growth in recent years.

    Customer preferences:
    Customers in Guinea are increasingly seeking home entertainment options that provide convenience and a high-quality viewing experience. This has led to a growing demand for products such as smart TVs, streaming devices, and home theater systems. Additionally, there is a preference for content that is tailored to local tastes and languages.

    Trends in the market:
    One of the key trends in the Home Entertainment market in Guinea is the increasing adoption of streaming services. This can be attributed to several factors, including the availability of affordable internet connections and the rise of digital content platforms. Streaming services offer a wide range of content options, including movies, TV shows, and music, which cater to the diverse preferences of customers in Guinea. Another trend in the market is the growing popularity of smart TVs. These devices offer advanced features such as internet connectivity, built-in streaming apps, and voice control, providing a seamless and immersive entertainment experience. The demand for smart TVs is driven by the desire for convenience and the ability to access a wide range of content from different sources.

    Local special circumstances:
    Guinea is a country with a rich cultural heritage and a diverse population. This has led to a demand for home entertainment options that cater to local tastes and languages. Local content providers have capitalized on this demand by offering a wide range of content in local languages, including movies, TV shows, and music. This has not only contributed to the growth of the Home Entertainment market in Guinea but also provided opportunities for local artists and content creators.

    Underlying macroeconomic factors:
    The growth of the Home Entertainment market in Guinea can be attributed to several underlying macroeconomic factors. The country has experienced steady economic growth in recent years, leading to an increase in disposable income. This has allowed more people to afford home entertainment products and services. Additionally, the government has made efforts to improve infrastructure, including expanding access to electricity and internet connectivity, which has further facilitated the growth of the market. In conclusion, the Home Entertainment market in Guinea is experiencing significant growth due to customer preferences for convenience and high-quality viewing experiences. The adoption of streaming services and smart TVs has been on the rise, driven by factors such as affordable internet connections and the availability of digital content platforms. Local special circumstances, including the demand for content in local languages, have also contributed to the growth of the market. Underlying macroeconomic factors, such as steady economic growth and improved infrastructure, have further supported the development of the Home Entertainment market in Guinea.

    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.