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Home Entertainment - Tanzania

Tanzania
  • Revenue in the Home Entertainment market is projected to reach US$10.5m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 11.56%, resulting in a projected market volume of US$18.2m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 470.3k users by 2029.
  • Household penetration will be 1.8% in 2024 and is expected to hit 3.1% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$45.59.

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

    Global Comparison

    Most recent update: Oct 2024

    Source: Statista Market Insights

    Analyst Opinion

    The Home Entertainment market in Tanzania has been experiencing significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in the Home Entertainment market in Tanzania have shifted towards more immersive and interactive experiences.

    Consumers are increasingly seeking out products and services that offer high-quality audio and visual capabilities, such as home theater systems and smart TVs. This trend is in line with global market preferences, as consumers worldwide are also gravitating towards more immersive entertainment options. Additionally, there is a growing demand for streaming services and online content, as Tanzanian consumers look for convenient and on-demand access to a wide range of entertainment options.

    Trends in the market indicate that the adoption of technology is playing a crucial role in the development of the Home Entertainment market in Tanzania. With the increasing availability of affordable smartphones and internet connectivity, consumers are able to access a variety of entertainment options on their mobile devices. This has led to a rise in mobile gaming, video streaming, and social media consumption, which in turn is driving the demand for devices and accessories that enhance the mobile entertainment experience.

    Furthermore, the COVID-19 pandemic has accelerated the growth of the Home Entertainment market, as people spent more time at home and sought out entertainment options to keep themselves entertained. Local special circumstances in Tanzania have also contributed to the development of the Home Entertainment market. The country has a young and tech-savvy population, with a growing middle class that has disposable income to spend on entertainment products and services.

    This demographic trend, coupled with increasing urbanization and the expansion of internet infrastructure, has created a favorable environment for the growth of the Home Entertainment market. Additionally, the government has been supportive of the digital transformation and has implemented policies to promote the development of the ICT sector, which includes the Home Entertainment market. Underlying macroeconomic factors, such as economic growth and rising disposable incomes, have also played a role in the development of the Home Entertainment market in Tanzania.

    As the economy continues to expand, more Tanzanians have the financial means to invest in entertainment products and services. Furthermore, the increasing urbanization and modernization of the country have led to a higher standard of living and an increased demand for entertainment options. In conclusion, the Home Entertainment market in Tanzania is experiencing growth due to changing customer preferences, the adoption of technology, local special circumstances, and underlying macroeconomic factors.

    With the continued development of the market, there are opportunities for both local and international companies to tap into the growing demand for immersive and interactive entertainment experiences in Tanzania.

    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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