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

Home Entertainment - Mongolia

Mongolia
  • Revenue in the Home Entertainment market is projected to reach US$1.1m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.10%, resulting in a projected market volume of US$1.8m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 44.3k users by 2029.
  • Household penetration will be 3.1% in 2024 and is expected to hit 5.5% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$45.55.

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 Mongolia is experiencing significant growth and development, driven by changing customer preferences, emerging trends, and local special circumstances. Customer preferences in the Home Entertainment market in Mongolia are shifting towards more immersive and interactive experiences.

    Consumers are increasingly seeking advanced audio and visual technologies, such as high-definition televisions, surround sound systems, and virtual reality devices. This preference for enhanced entertainment experiences is influenced by global trends in the market, where consumers are demanding more realistic and engaging content. Trends in the Home Entertainment market in Mongolia include the rising popularity of streaming services and online content consumption.

    With the increasing availability of high-speed internet and the proliferation of smartphones and smart TVs, consumers are opting for convenient and on-demand access to a wide range of movies, TV shows, and music. Streaming platforms like Netflix and Spotify are gaining traction in Mongolia, providing consumers with a vast library of content to choose from. Another trend in the market is the growing demand for gaming consoles and video games.

    Gaming has become a popular form of entertainment among Mongolian consumers, with a significant portion of the population investing in gaming consoles and accessories. This trend is driven by the increasing availability of gaming content, the rise of eSports, and the social aspect of multiplayer gaming. Local special circumstances in Mongolia contribute to the development of the Home Entertainment market.

    The country has a young population with a high level of tech-savviness, which fuels the demand for innovative and cutting-edge entertainment products. Additionally, Mongolia has a growing middle class with increasing disposable income, allowing consumers to afford and invest in high-quality home entertainment systems. Underlying macroeconomic factors also play a role in the growth of the Home Entertainment market in Mongolia.

    The country's stable economic growth and improving living standards have contributed to the rising consumer spending on leisure and entertainment. Furthermore, the government's efforts to promote digitalization and modernization have created an enabling environment for the Home Entertainment market to thrive. In conclusion, the Home Entertainment market in Mongolia is experiencing growth and development due to changing customer preferences, emerging trends, local special circumstances, and underlying macroeconomic factors.

    Consumers in Mongolia are seeking immersive and interactive entertainment experiences, leading to the adoption of advanced technologies and online content consumption. The country's young population, growing middle class, and supportive government initiatives further contribute to the market's expansion.

    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.