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Home Entertainment - Turkmenistan

Turkmenistan
  • The projected revenue in the Home Entertainment market for Turkmenistan is set to reach US$633.0k by 2024.
  • It is expected to demonstrate an annual growth rate (CAGR 2024-2028) of 10.48%, resulting in a projected market volume of US$943.0k by 2028.
  • In Turkmenistan's Home Entertainment market, the number of active households is anticipated to reach 25.8k users by 2028.
  • The household penetration is projected to be 1.3% in 2024 and is expected to reach 2.4% by 2028.
  • The average revenue per installed Smart_Home in Turkmenistan is estimated to be US$45.25.
  • When comparing revenue globally, it is evident that 0.0 generates the most revenue, amounting to 0.0 in 2024.
  • Turkmenistan's home entertainment market is witnessing a surge in demand for traditional music and dance performances, reflecting the country's rich cultural heritage.

The Smart Home market Home Entertainment comprises the sale of products and services 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.

In-Scope

  • Digitally connected and controlled devices for entertainment purposes
  • Various multiroom entertainment systems (audio and/or video) with a primary focus on entertainment
  • 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: Mar 2024

    Source: Statista Market Insights

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Analyst Opinion

    Products in the Home Entertainment segment are multi-room music devices, remote controls dedicated to entertainment use cases and streaming devices. By definition we exclude smart TVs, since only a small share of their revenue is related to their ability to connect to the internet. The competitors for multi-room music devices in the market are both traditional companies with a focus on audio devices such as Bose, Sony or Panasonic, as well as young companies such as Sonos or Klipsch. The smart speaker trend already took a considerable share of the Entertainment segment. Companies have to adopt and integrate smart assistants. Also streaming devices could see potential losses in the future when more and more smart TVs will integrate similar features.

    Smart Homes

    Most recent update: Mar 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Mar 2024

    Source: Statista Market Insights

    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 segment. 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 digital products and services 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 twice a year in case market dynamics change.

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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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