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Home Entertainment - Senegal

Senegal
  • Revenue in the Home Entertainment market is projected to reach US$2.2m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.92%, resulting in a projected market volume of US$3.8m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 100.9k users by 2029.
  • Household penetration will be 2.1% in 2024 and is expected to hit 3.6% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$42.70.

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 Senegal is experiencing significant growth and development in recent years. Customer preferences in Senegal are shifting towards more advanced and interactive forms of home entertainment.

    Consumers are increasingly looking for products and services that offer a more immersive and engaging experience. This includes a demand for high-quality audio and video systems, smart home technologies, and streaming services. The rise of streaming platforms such as Netflix and Amazon Prime Video has also contributed to the growing popularity of home entertainment in Senegal.

    One of the key trends in the market is the increasing adoption of smart TVs and home theater systems. Smart TVs offer a wide range of features and connectivity options, allowing consumers to access online content, stream movies and TV shows, and even control other smart devices in their homes. Home theater systems provide a cinematic experience with surround sound and high-definition visuals, enhancing the overall entertainment experience.

    Another trend in the market is the growing popularity of gaming consoles. Senegalese consumers, particularly the younger generation, are increasingly interested in gaming as a form of entertainment. This has led to a higher demand for gaming consoles such as PlayStation and Xbox, as well as gaming accessories and software.

    The availability of online multiplayer gaming has also contributed to the growth of the gaming market in Senegal. Local special circumstances in Senegal influence the development of the Home Entertainment market. The country has a young and tech-savvy population that is eager to embrace new technologies and entertainment options.

    Additionally, the increasing urbanization and rising disposable incomes have created a favorable environment for the growth of the market. Underlying macroeconomic factors, such as the steady economic growth and increasing middle-class population, have also played a role in the development of the Home Entertainment market in Senegal. As the economy continues to grow, more people have the means to invest in home entertainment systems and services.

    Furthermore, the government's focus on improving infrastructure, including internet connectivity, has made it easier for consumers to access online content and services. Overall, the Home Entertainment market in Senegal is witnessing a shift towards more advanced and interactive forms of entertainment. Customer preferences for immersive experiences, coupled with local special circumstances and underlying macroeconomic factors, are driving the growth and development of the market.

    As technology continues to advance and consumer demand evolves, the market is expected to further expand 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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