Home Entertainment - Kenya

  • Kenya
  • Revenue in the Home Entertainment market is projected to reach US$5.9m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2028) of 4.21%, resulting in a projected market volume of US$7.0m by 2028.
  • In the Home Entertainment market, the number of active households is expected to amount to 2.1m users by 2028.
  • Household penetration will be 6.4% in 2024 and is expected to hit 12.8% by 2028.
  • The average revenue per installed Smart Home currently is expected to amount to US$6.37.
 
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Analyst Opinion

The Home Entertainment market in Kenya is experiencing significant growth and development in recent years.

Customer preferences:
Customers in Kenya have shown a growing preference for home entertainment products and services. With the increasing availability of affordable smartphones and internet connectivity, more people are accessing digital content and entertainment from the comfort of their homes. Streaming services, such as Netflix and Amazon Prime, have gained popularity among Kenyan consumers, allowing them to watch movies, TV shows, and other forms of entertainment at their convenience. Additionally, the demand for gaming consoles and virtual reality devices has also been on the rise, as Kenyan consumers seek immersive and interactive entertainment experiences.

Trends in the market:
One of the key trends in the Home Entertainment market in Kenya is the shift towards online streaming services. Traditional forms of entertainment, such as cable TV and physical media, are gradually being replaced by digital platforms. This trend can be attributed to the increasing availability of high-speed internet and the convenience of accessing a wide range of content on-demand. As a result, streaming services are witnessing significant growth in subscriber numbers in Kenya. Another trend in the market is the growing popularity of mobile gaming. With the widespread adoption of smartphones, more Kenyan consumers are engaging in mobile gaming as a form of entertainment. Mobile games are easily accessible, affordable, and offer a wide variety of genres to suit different preferences. This trend is driven by the increasing number of game developers creating localized content and the rising demand for casual gaming experiences.

Local special circumstances:
One of the unique aspects of the Home Entertainment market in Kenya is the strong preference for local content. Kenyan consumers have a deep appreciation for their own culture and entertainment industry, and there is a growing demand for locally produced movies, TV shows, and music. This has led to the emergence of local streaming platforms and production companies that cater specifically to the Kenyan market. The availability of local content not only satisfies the cultural preferences of consumers but also supports the growth of the local entertainment industry.

Underlying macroeconomic factors:
Several macroeconomic factors contribute to the development of the Home Entertainment market in Kenya. The country's growing middle class and increasing disposable income levels have resulted in higher consumer spending on entertainment products and services. Additionally, the government's investment in infrastructure development, particularly in the telecommunications sector, has improved internet connectivity and accessibility across the country. This has facilitated the growth of online streaming services and digital entertainment platforms. In conclusion, the Home Entertainment market in Kenya is experiencing significant growth and development, driven by customer preferences for digital entertainment, trends in online streaming and mobile gaming, the demand for local content, and underlying macroeconomic factors such as rising disposable income and improved internet connectivity.

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.

Overview

  • Revenue
  • Key Players
  • Product Types
  • Global Comparison
  • Analyst Opinion
  • Methodology
  • Key Market Indicators
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