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.
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
Most recent update: Oct 2024
Source: Statista Market Insights
Most recent update: Oct 2024
Source: Statista Market Insights
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.
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.Notes: Based on data from IMF, World Bank, UN and Eurostat
Most recent update: Sep 2024
Source: Statista Market Insights