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Home Entertainment - Pakistan

Pakistan
  • Revenue in the Home Entertainment market is projected to reach US$7.5m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of -3.55%, resulting in a projected market volume of US$6.3m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 4.5m users by 2029.
  • Household penetration will be 2.5% in 2024 and is expected to hit 9.9% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$7.27.

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 Pakistan has been experiencing significant growth in recent years, driven by changing customer preferences and the availability of new technologies. Customer preferences in the Home Entertainment market in Pakistan have shifted towards more immersive and interactive experiences.

    Consumers are increasingly seeking out high-quality audio and video systems that can provide a cinematic experience in their own homes. This trend is reflected in the growing demand for large-screen televisions, home theater systems, and surround sound speakers. Additionally, there is a rising interest in smart home devices that can integrate with entertainment systems, allowing users to control their audio and video experiences through voice commands or smartphone apps.

    One of the key trends in the Home Entertainment market in Pakistan is the increasing popularity of streaming services. With the widespread availability of high-speed internet connections, more and more consumers are opting to stream movies, TV shows, and music directly to their devices. This has led to a decline in sales of physical media such as DVDs and CDs.

    Streaming services offer convenience and a vast library of content, making them an attractive option for consumers. Another trend in the Home Entertainment market in Pakistan is the growing adoption of gaming consoles. Gaming has become a popular form of entertainment, and consoles such as the PlayStation and Xbox are in high demand.

    This trend is driven by the increasing availability of gaming content and the rise of esports, which has gained a significant following in Pakistan. The gaming industry is also benefiting from the development of virtual reality (VR) technology, which offers a more immersive gaming experience. Local special circumstances in Pakistan have also contributed to the development of the Home Entertainment market.

    The country has a large and young population, with a high percentage of tech-savvy consumers. This demographic is driving the demand for innovative and cutting-edge entertainment products. Additionally, the increasing urbanization and improving infrastructure in Pakistan have made it easier for consumers to access and enjoy home entertainment products and services.

    Underlying macroeconomic factors, such as rising disposable incomes and a growing middle class, have also played a role in the growth of the Home Entertainment market in Pakistan. As more consumers have the financial means to invest in entertainment products, the market has expanded. Furthermore, the government's focus on digitalization and the promotion of technology-driven industries has created a favorable environment for the Home Entertainment market to thrive.

    In conclusion, the Home Entertainment market in Pakistan is experiencing growth driven by changing customer preferences, the availability of new technologies, and favorable macroeconomic factors. The demand for immersive and interactive entertainment experiences, streaming services, gaming consoles, and smart home devices is on the rise. With a young and tech-savvy population, improving infrastructure, and rising disposable incomes, the market is expected to continue its upward trajectory in the coming years.

    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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    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.
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    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.
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