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

Home Entertainment - Japan

Japan
  • Revenue in the Home Entertainment market is projected to reach US$929.6m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 5.46%, resulting in a projected market volume of US$1.2bn by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 38.3m users by 2029.
  • Household penetration will be 16.8% in 2024 and is expected to hit 73.5% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$103.90.

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

    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 Japan has seen significant growth in recent years, driven by changing customer preferences and local special circumstances.

    Customer preferences:
    Japanese consumers have shown a strong preference for high-quality audio and visual experiences, leading to a surge in demand for home entertainment products. With advancements in technology, customers are increasingly seeking immersive experiences in their homes, such as high-definition televisions, surround sound systems, and gaming consoles. Additionally, there is a growing interest in smart home devices that integrate with home entertainment systems, providing convenience and connectivity.

    Trends in the market:
    One of the key trends in the Japanese Home Entertainment market is the increasing popularity of streaming services. With the rise of platforms like Netflix and Amazon Prime Video, consumers are shifting away from traditional cable and satellite television subscriptions. This trend is driven by the convenience and flexibility of streaming services, allowing users to access a wide range of content on-demand. As a result, there has been a decline in DVD and Blu-ray sales, as consumers opt for digital content. Another trend in the market is the growing demand for virtual reality (VR) and augmented reality (AR) devices. Japanese consumers are embracing the immersive experiences offered by VR and AR technologies, particularly in the gaming and entertainment sectors. This has led to the introduction of VR headsets and AR glasses, as well as the development of VR and AR content.

    Local special circumstances:
    Japan has a strong gaming culture, which has had a significant impact on the Home Entertainment market. The popularity of gaming consoles, such as Sony's PlayStation and Nintendo's Switch, has contributed to the growth of the market. Japanese consumers are avid gamers and are willing to invest in high-quality gaming experiences, driving the demand for gaming consoles, accessories, and games. Additionally, Japan is known for its vibrant entertainment industry, including anime and music. This has created a strong market for home entertainment products related to these industries, such as anime DVDs, music CDs, and merchandise. The popularity of Japanese pop culture both domestically and internationally has further fueled the demand for these products.

    Underlying macroeconomic factors:
    The growth of the Home Entertainment market in Japan is also influenced by underlying macroeconomic factors. The country has a high disposable income and a strong economy, allowing consumers to afford premium home entertainment products. Furthermore, the aging population in Japan has contributed to the growth of the market, as older consumers tend to spend more time at home and invest in home entertainment systems. In conclusion, the Home Entertainment market in Japan is experiencing growth due to changing customer preferences, including a demand for high-quality audio and visual experiences and the popularity of streaming services. The market is also influenced by local special circumstances, such as the gaming culture and the vibrant entertainment industry. Additionally, underlying macroeconomic factors, such as high disposable income and an aging population, contribute to the growth 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.

    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.