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Home Entertainment - Peru

Peru
  • Revenue in the Home Entertainment market is projected to reach US$9.9m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 7.34%, resulting in a projected market volume of US$14.1m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 1.3m users by 2029.
  • Household penetration will be 6.0% in 2024 and is expected to hit 15.9% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$21.35.

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 Peru 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 have shifted towards more immersive and interactive experiences.

    Consumers are increasingly looking for products and services that provide high-quality audio and visual experiences, such as smart TVs, home theater systems, and gaming consoles. This trend is in line with global preferences, as consumers worldwide seek to create a more immersive and personalized entertainment experience in their homes. One of the key trends in the Home Entertainment market in Peru is the increasing popularity of streaming services.

    With the widespread availability of high-speed internet and the growing adoption of smartphones and smart TVs, more consumers are opting for subscription-based streaming platforms to access movies, TV shows, and music. This trend is driven by the convenience and affordability of streaming services, as well as the wide range of content available. Another trend in the market is the growing demand for gaming consoles and accessories.

    Peru has a large and active gaming community, and the popularity of esports has been on the rise. This has led to an increased demand for gaming consoles, gaming accessories, and gaming content. The availability of online multiplayer games and the rise of competitive gaming events have further fueled the growth of the gaming market in Peru.

    Local special circumstances in Peru also contribute to the development of the Home Entertainment market. The country has a young and tech-savvy population, with a high percentage of internet users and smartphone penetration. This provides a strong consumer base for home entertainment products and services.

    Additionally, the increasing urbanization and rising disposable incomes in Peru have made home entertainment more accessible to a larger segment of the population. Underlying macroeconomic factors also play a role in the growth of the Home Entertainment market in Peru. The country has experienced steady economic growth in recent years, leading to an increase in consumer spending power.

    This has allowed more consumers to invest in home entertainment products and services. Furthermore, the government's efforts to improve infrastructure and expand access to high-speed internet have created a favorable environment for the growth of the Home Entertainment market. In conclusion, the Home Entertainment market in Peru is developing rapidly due to changing customer preferences, the availability of new technologies, local special circumstances, and underlying macroeconomic factors.

    The increasing demand for immersive and interactive experiences, the popularity of streaming services, and the growth of the gaming market are key trends driving the market's growth. With a young and tech-savvy population, improving infrastructure, and rising disposable incomes, Peru presents a promising market for home entertainment companies.

    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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    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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    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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