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Home Entertainment - Zimbabwe

Zimbabwe
  • Revenue in the Home Entertainment market is projected to reach US$2.4m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 11.10%, resulting in a projected market volume of US$4.1m by 2029.
  • In the Home Entertainment market, the number of active households is expected to amount to 118.8k users by 2029.
  • Household penetration will be 1.7% in 2024 and is expected to hit 3.0% by 2029.
  • The average revenue per installed Smart Home currently is expected to amount to US$40.12.

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 Zimbabwe has experienced significant growth in recent years, driven by changing customer preferences and local special circumstances. Customer preferences in Zimbabwe have shifted towards home entertainment due to various factors.

    Firstly, the increasing availability of affordable and reliable internet connectivity has enabled consumers to access a wide range of digital entertainment options such as streaming services, online gaming, and social media platforms. This has led to a decline in traditional forms of entertainment such as going to the cinema or purchasing physical media. Additionally, the convenience and flexibility offered by home entertainment options have also contributed to their popularity.

    Consumers can now enjoy their favorite movies, TV shows, and games from the comfort of their own homes, at a time that suits them best. In terms of trends in the market, streaming services have emerged as a dominant force. Platforms such as Netflix, Amazon Prime Video, and Disney+ have gained significant traction in Zimbabwe, offering a vast library of content across various genres.

    This trend is fueled by the increasing adoption of smart TVs and streaming devices, which allow consumers to easily access these services. Furthermore, the affordability of streaming subscriptions compared to traditional cable or satellite TV packages has made them an attractive option for cost-conscious consumers. Another notable trend in the Zimbabwean Home Entertainment market is the growing popularity of gaming.

    With the introduction of affordable gaming consoles and the rise of mobile gaming, more and more people are engaging in gaming as a form of entertainment. This trend is driven by the younger demographic, who are avid gamers and are willing to spend on gaming consoles, accessories, and digital content. Local special circumstances also play a role in the development of the Home Entertainment market in Zimbabwe.

    The country has a large youth population, who are early adopters of new technologies and are more likely to embrace digital forms of entertainment. Additionally, the relatively low cost of internet connectivity and the availability of affordable smartphones have contributed to the growth of the market. The increasing disposable income of the middle class has also played a role, as consumers are willing to invest in home entertainment options to enhance their leisure time.

    Underlying macroeconomic factors also influence the development of the Home Entertainment market in Zimbabwe. The country has experienced economic challenges in recent years, including high inflation and currency instability. As a result, consumers are seeking affordable entertainment options that provide value for money.

    The affordability and accessibility of digital entertainment options make them an attractive choice for consumers, compared to more expensive alternatives such as going to the cinema or purchasing physical media. In conclusion, the Home Entertainment market in Zimbabwe has experienced significant growth due to changing customer preferences, local special circumstances, and underlying macroeconomic factors. The shift towards digital entertainment options, such as streaming services and gaming, is driven by the increasing availability of internet connectivity, affordability of technology, and convenience offered by home entertainment.

    These trends are likely to continue as consumers seek affordable and flexible entertainment options in an evolving market.

    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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    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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