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Home Entertainment - Western Africa

Western Africa
  • Revenue in the Home Entertainment market is projected to reach US$47.6m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 8.87%, resulting in a projected market volume of US$72.9m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 5.6m users by 2029.
  • Household penetration will be 2.9% in 2024 and is expected to hit 6.3% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$21.08.

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 Western Africa has experienced significant growth in recent years, driven by changing customer preferences and the increasing availability of affordable entertainment options. Customer preferences in Western Africa have shifted towards home entertainment, with consumers seeking convenient and immersive experiences within the comfort of their own homes.

    This trend can be attributed to several factors, including the rising middle class, urbanization, and the increasing availability of high-speed internet connections. As a result, there has been a growing demand for home entertainment products and services such as televisions, gaming consoles, streaming devices, and home theater systems. One of the key trends in the market is the increasing popularity of streaming services.

    Western African consumers are increasingly turning to online platforms to access a wide range of entertainment content, including movies, TV shows, and music. This trend can be attributed to the convenience and affordability of streaming services, as well as the growing availability of high-speed internet connections. As a result, traditional media formats such as DVDs and CDs have seen a decline in popularity, while streaming services have experienced significant growth.

    Another trend in the market is the growing demand for gaming consoles. Western African consumers, particularly the younger generation, are increasingly interested in gaming as a form of entertainment. This trend can be attributed to the increasing availability of gaming consoles and a growing library of games.

    Additionally, the rise of esports and competitive gaming has further fueled the demand for gaming consoles in the region. Local special circumstances in Western Africa also play a role in the development of the Home Entertainment market. The region has a diverse cultural landscape, with a rich tradition of storytelling and music.

    This has led to a strong demand for entertainment content that is tailored to local tastes and preferences. As a result, there has been a growing interest in locally produced movies, music, and TV shows, which has further fueled the growth of the Home Entertainment market in the region. Underlying macroeconomic factors have also contributed to the development of the Home Entertainment market in Western Africa.

    Economic growth, urbanization, and an expanding middle class have resulted in increased disposable income and consumer spending. This has allowed consumers to invest in home entertainment products and services, driving the growth of the market. Additionally, the increasing availability of high-speed internet connections has made it easier for consumers to access and consume entertainment content, further driving the growth of the market.

    In conclusion, the Home Entertainment market in Western Africa has experienced significant growth in recent years, driven by changing customer preferences, the increasing availability of affordable entertainment options, and underlying macroeconomic factors. The shift towards home entertainment, the popularity of streaming services, the demand for gaming consoles, local special circumstances, and economic factors have all contributed to the development of the market in the region.

    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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