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Home Entertainment - Seychelles

Seychelles
  • Revenue in the Home Entertainment market is projected to reach US$23.5k in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 10.47%, resulting in a projected market volume of US$38.7k by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 1.0k users by 2029.
  • Household penetration will be 2.3% in 2024 and is expected to hit 4.1% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$42.01.

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 Seychelles has been experiencing significant growth in recent years, driven by changing customer preferences and the availability of new technologies. Customer preferences in Seychelles have shifted towards more immersive and interactive forms of home entertainment.

    Consumers are increasingly seeking out high-quality audio and video experiences that can rival the cinema. This has led to a growing demand for home theater systems, surround sound speakers, and large-screen televisions. Additionally, there is a rising interest in smart home technology, with consumers looking for devices that can seamlessly integrate with their entertainment systems.

    One of the key trends in the Home Entertainment market in Seychelles is the increasing popularity of streaming services. With the rise of platforms like Netflix and Amazon Prime Video, consumers are now able to access a wide range of movies, TV shows, and documentaries from the comfort of their own homes. This has led to a decline in the demand for physical media such as DVDs and Blu-rays.

    Instead, consumers are opting for streaming devices and smart TVs that allow them to easily access their favorite content. Another trend in the market is the growing adoption of gaming consoles. Gaming has become a popular form of entertainment in Seychelles, with both casual and hardcore gamers investing in consoles such as the PlayStation and Xbox.

    This trend is driven by the increasing availability of high-quality games and the social aspect of online gaming. As a result, there is a growing demand for gaming accessories such as controllers, headsets, and gaming chairs. Local special circumstances in Seychelles also contribute to the development of the Home Entertainment market.

    The country's tourism industry plays a significant role, as many visitors come to Seychelles for leisure and relaxation. This creates a demand for high-quality entertainment options in hotels, resorts, and vacation rentals. Additionally, the relatively high disposable income of Seychellois consumers allows them to invest in premium home entertainment products.

    Underlying macroeconomic factors also contribute to the growth of the Home Entertainment market in Seychelles. The country has experienced steady economic growth in recent years, leading to an increase in consumer spending power. Additionally, the government's efforts to improve infrastructure, including the expansion of high-speed internet connectivity, have made it easier for consumers to access and enjoy home entertainment products and services.

    Overall, the Home Entertainment market in Seychelles is developing in response to changing customer preferences, the availability of new technologies, and local special circumstances. The increasing demand for immersive and interactive entertainment experiences, the popularity of streaming services, the adoption of gaming consoles, and the country's tourism industry all contribute to the growth of the market. With the continued economic growth and investment in infrastructure, the Home Entertainment market in Seychelles is expected to continue its upward trajectory.

    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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    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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