Global Home Entertainment Market – Industry Trends and Forecast to 2031

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Global Home Entertainment Market – Industry Trends and Forecast to 2031

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  • Apr 2024
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Global Home Entertainment Market

Marktgröße in Milliarden USD

CAGR :  % Diagram

Diagramm Prognosezeitraum
2024 –2031
Diagramm Marktgröße (Basisjahr)
USD 287.52 Billion
Diagramm Marktgröße (Prognosejahr)
USD 400.50 Billion
Diagramm CAGR
%
Diagramm Wichtige Marktteilnehmer
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Global Home Entertainment Market, By Product Type (Audio Equipment, Video Equipment, and Gaming Consoles), Connectivity (Wired and Wireless), Distribution Channel (Offline and Online) – Industry Trends and Forecast to 2031.

Home Entertainment Market

Home Entertainment Market Analysis and Size

In the home entertainment market, advancements in technology have revolutionized leisure experiences. From immersive virtual reality systems to ultra-high-definition TVs, consumers enjoy a diverse range of options for entertainment. This dynamic landscape fosters competition, driving innovation and affordability. Ultimately, it enriches the consumer experience, offering unparalleled convenience and quality for at-home leisure activities.

For instance, Google's Nest smart-home division unveiled a new smart thermostat, the Nest Thermostat, at a lower price of USD 129.99, distinguishing it from previous models such as the Nest Learning Thermostat and Nest Thermostat E. This simplified version offers affordability, being USD 40 less than the Nest E and USD 120 less than the third-generation Nest Learning Thermostat, and is available for pre-order immediately.

Data Bridge Market Research analyses that the global home entertainment market size was valued at USD 287.52 billion in 2023, is projected to reach USD 400.50 billion by 2031, with a CAGR of 4.23% during the forecast period 2024 to 2031. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and consumer behaviour.

Home Entertainment Market Scope and Segmentation

Report Metric

Details

Forecast Period

2024 to 2031

Base Year

2023

Historic Years

2022 (Customizable to 2016 - 2021)

Quantitative Units

Revenue in USD Billion, Volumes in Units, Pricing in USD

Segments Covered

Product Type (Audio Equipment, Video Equipment, and Gaming Consoles), Connectivity (Wired and Wireless), Distribution Channel (Offline and Online)

Countries Covered

U.S., Canada, Mexico, Germany, Sweden, Poland, Denmark, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, New Zealand, Vietnam, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Brazil, Argentina, Rest of South America, U.A.E, Saudi Arabia, Oman, Qatar, Kuwait, South Africa, Rest of Middle East and Africa

Market Players Covered

SAMSUNG (South Korea), SONY INDIA (Japan), L.G. Electronics (South Korea), Google LLC (U.S.), Panasonic Corporation (Japan), SHARP CORPORATION (U.S.), Koninklijke Philips N.V. (Netherlands), Hitachi Ltd. (Japan), TCL (China), Skyworth Group Limited (China), Haier Group (Hong Kong), TOSHIBA CORPORATION (Japan), Videocon Industries Limited (Mumbai), Grande Holdings Company Limited (Hong Kong), Xiaomi (China), Hisense International (China), VIZIO, Inc. (U.S.), INSIGNIA SYSTEMS (U.S.), and Apple Inc (U.S.)

Market Opportunities

  • High-Speed Internet and Connectivity
  • Growing Streaming Services

Market Definition

Home entertainment encompasses a range of activities and devices designed to provide leisure and amusement within the comfort of one's residence. This can include watching movies, playing video games, listening to music, or engaging in other recreational pursuits. With technological advancements, home entertainment systems offer immersive experiences that rival those found in traditional entertainment venues.

Home Entertainment Market Dynamics

Drivers

  • Rapidly Evolving Smart Home Integration

Voice-activated assistants, smart speakers, and home automation systems elevate convenience, enabling users to effortlessly control and personalize their audiovisual experiences. This integration revolutionizes home entertainment, delivering a modern, immersive environment tailored to individual preferences. Market growth is driven by smart home integration, seamlessly merging entertainment systems with advanced technology to enhance accessibility and enjoyment for consumers.

For instance, in February 2021, Aspinity unveiled its Acoustic Event Detection Kit (EVK1) designed for battery-operated smart home devices that constantly monitor for acoustic triggers like window glass breaks. This kit showcases the company's analogML core, an analog machine learning processor, optimizing system power efficiency by recognizing targeted acoustic events before data digitization.

  • Growing Content Creation and Distribution

The rise of original content on streaming platforms and traditional media has captivated consumers, driving interest in various media home entertainment channels. Exclusive shows, movies, documentaries, and live events entice subscribers, fueling competition among content creators and distributors. This proliferation of unique content drives the market, reshaping how audiences engage with entertainment in their own homes.

Opportunities

  • High-Speed Internet and Connectivity

The proliferation of high-speed internet and reliable connectivity allows seamless home entertainment experiences. With broadband infrastructure enhancements and the expansion of 5G networks, streaming content, online gaming, and accessing digital media become more accessible and enjoyable. This creates significant opportunities for growth and innovation within the home entertainment market.

  • Increasing Usage of Streaming Services

Streaming platforms like Netflix, Amazon Prime Video, Disney+, and Hulu, with their convenience, affordability, and extensive content libraries, meet diverse consumer preferences, fueling rising demand for digital entertainment experiences. This proliferation fosters competition and innovation in the industry, presenting ample opportunities for at-home entertainment consumption.

For instance, according to the New York State Energy Research and Development Authority (NYSERDA), integrating smart technologies and real-time energy management systems can yield cost reductions averaging 15%. Furthermore, it enhances the bottom line by fostering an ecosystem that effectively mitigates energy waste, providing substantial financial benefits while promoting sustainability and efficiency.

Restraints/Challenges

  • Piracy and Copyright Infringement

Piracy poses a significant challenge to the home entertainment market, resulting in revenue loss and devaluation of intellectual property. Unauthorized distribution of content undermines profitability and discourages investment in new productions. Efforts to combat piracy are essential to safeguarding the industry's economic viability and preserving the value of creative works.

  • Fragmentation of Streaming Service

The surge in streaming services has fragmented the market, overwhelming consumers with numerous subscription choices. This abundance often leads to subscription fatigue and increases the likelihood of piracy as users seek alternative, cost-effective solutions. Managing this fragmentation challenges providers striving to maintain user engagement and revenue streams in a competitive landscape.

This market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.

Recent Developments

  • In August 2021, ABB India launched ISI-certified Millenium and Zenit switches, offering control and functionality in smart buildings. These switches, suitable for residences and commercial facilities, facilitate an easy transition to eco-friendly lighting solutions, compatible with modern smart home automation systems for enhanced comfort
  • In August 2021, Schneider Electric launchedSquare DTM X and XD Series linked wiring devices at the 2021 CEDIA Expo. These devices automate home lighting, offer discrete power control, and provide plug-level energy usage data. With features like easy installation and smart home connectivity, they aim to optimize energy efficiency
  • In April 2021, Samsung launched its Neo QLED TV line, promising a cinematic viewing experience with true-to-life picture quality and a nearly bezel-less infinity one design. Featuring sizes ranging from 50 to 85 inches, these TVs incorporate the Neo Quantum Processor for superior upscaling capabilities, ensuring impressive 4K and 8K output
  • In March 2021, Emerson and Ameren Missouri partnered to provide Sensi smart thermostats to Ameren Missouri customers. Customers receive the thermostats through instant discounts and participation in the Peak Time Savings program at no cost other than sales tax. This advanced technology allows remote thermostat control via smartphones, offering significant bill savings

Home Entertainment Market Scope

The home entertainment market is segmented on the basis of product type, connectivity, and distribution channel. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Product Type

 Connectivity

  • Wired
  • Wireless

 Distribution Channel

  • Offline
  • Online

Home Entertainment Market Regional Analysis/Insights

The home entertainment market is analyzed and market size insights and trends are provided by product type, connectivity, and distribution channel as referenced above.

The countries covered in the home entertainment market report are U.S., Canada, Mexico, Germany, Sweden, Poland, Denmark, Italy, U.K., France, Spain, Netherlands, Belgium, Switzerland, Turkey, Russia, Rest of Europe, Japan, China, India, South Korea, New Zealand, Vietnam, Australia, Singapore, Malaysia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Brazil, Argentina, Rest of South America, U.A.E, Saudi Arabia, Oman, Qatar, Kuwait, South Africa, Rest of Middle East and Africa.

North America is expected to dominate the market, driven by high adoption rates of new technologies and the presence of major companies. The region's tech-savvy population fuels demand for devices, fostering growth. This trend underscores North America's pivotal role in shaping the future of home entertainment globally.

Asia-Pacific is expected to witness significant growth in the home entertainment market. Emerging nations such as India and China offer abundant raw materials and cost-effective labor, driving expansion. With growing interest in entertainment, the region creates a prosperous setting for the home entertainment sector in the forecast.

The country section of the report also provides individual market impacting factors and changes in market regulation that impact the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.

Competitive Landscape and Home Entertainment Market Share Analysis

The market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to market.

Some of the major players operating in the home entertainment market are:

  • SAMSUNG (South Korea)
  •  SONY INDIA (Japan)
  •  L.G. Electronics (South Korea)
  •  Google LLC (U.S.)
  •  Panasonic Corporation (Japan)
  •  SHARP CORPORATION (U.S.)
  •  Koninklijke Philips N.V. (Netherlands)
  •  Hitachi Ltd. (Japan)
  •  TCL (China)
  •  Skyworth Group Limited (China)
  •  Haier Group (Hong Kong)
  •  TOSHIBA CORPORATION (Japan)
  •  Videocon Industries Limited (Mumbai)
  •  Grande Holdings Company Limited (Hong Kong)
  •  Xiaomi (China)
  •  Hisense International (China)
  • VIZIO, Inc. (U.S.)
  • INSIGNIA SYSTEMS (U.S.)
  •  Apple Inc (U.S.)


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Häufig gestellte Fragen

The home entertainment market size will be worth USD 400.50 billion by 2031.
The growth rate of the home entertainment market is 4.23%.
Rapidly evolving smart home integration & growing content creation and distribution are the growth drivers of the home entertainment market.
Product type, connectivity, and distribution channel are the factors on which the home entertainment market research is based.
Major companies in the home entertainment market are SAMSUNG (South Korea), SONY INDIA (Japan), L.G. Electronics (South Korea), Google LLC (U.S.), Panasonic Corporation (Japan), SHARP CORPORATION (U.S.), Koninklijke Philips N.V. (Netherlands), Hitachi Ltd. (Japan), TCL (China), Skyworth Group Limited (China), Haier Group (Hong Kong), TOSHIBA CORPORATION (Japan), Videocon Industries Limited (Mumbai), Grande Holdings Company Limited (Hong Kong), Xiaomi (China), Hisense International (China), VIZIO, Inc. (U.S.), INSIGNIA SYSTEMS (U.S.), and Apple Inc (U.S.).