Home Entertainment - Lithuania

  • Lithuania
  • Revenue in the Home Entertainment market is projected to reach US$7.5m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2028) of 7.33%, resulting in a projected market volume of US$9.9m by 2028.
  • In the Home Entertainment market, the number of active households is expected to amount to 162.8k users by 2028.
  • Household penetration will be 7.0% in 2024 and is expected to hit 11.8% by 2028.
  • The average revenue per installed Smart Home currently is expected to amount to US$80.28.
 
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Analyst Opinion

The Home Entertainment market in Lithuania has been witnessing significant growth in recent years. Customer preferences have shifted towards more immersive and interactive entertainment experiences, driving the demand for advanced technologies and devices. Additionally, local special circumstances and underlying macroeconomic factors have also contributed to the development of the market.

Customer preferences:
Customers in Lithuania have shown a strong preference for home entertainment systems that offer a high level of convenience and flexibility. With the advent of streaming services and on-demand content, there has been a growing demand for smart TVs, which allow users to access a wide range of digital content directly from their televisions. Furthermore, there is a rising interest in home theater systems that provide a cinema-like experience, with surround sound and large screens.

Trends in the market:
One of the key trends in the Home Entertainment market in Lithuania is the increasing popularity of gaming consoles. The gaming industry has witnessed significant growth globally, and Lithuania is no exception. The demand for gaming consoles, such as PlayStation and Xbox, has been on the rise as consumers seek immersive gaming experiences. This trend is further fueled by the availability of a wide variety of gaming titles and online multiplayer options. Another trend in the market is the growing adoption of smart home technology. With the advancement of Internet of Things (IoT) and voice-controlled devices, consumers are increasingly integrating their home entertainment systems with other smart devices, such as smart speakers and home automation systems. This allows for seamless control and integration of various entertainment devices, creating a more personalized and convenient experience for users.

Local special circumstances:
Lithuania has a strong IT sector and a tech-savvy population, which has contributed to the growth of the Home Entertainment market. The country has a high internet penetration rate, and consumers are well-informed about the latest technological advancements. This has created a favorable environment for the adoption of new entertainment technologies and devices. Furthermore, the relatively small size of the country and its close proximity to other European markets have made it easier for international players to enter the Lithuanian market. This has led to increased competition and a wider range of products and services available to consumers.

Underlying macroeconomic factors:
The overall economic growth in Lithuania has had a positive impact on the Home Entertainment market. As disposable incomes have increased, consumers have been able to allocate a larger portion of their budget towards entertainment and leisure activities. This has led to a higher demand for home entertainment systems and devices. Additionally, the government has been actively promoting the development of the digital economy in Lithuania. This includes initiatives to improve digital infrastructure and support the growth of the IT sector. These efforts have created a favorable environment for the Home Entertainment market to thrive. In conclusion, the Home Entertainment market in Lithuania is experiencing growth due to changing customer preferences, such as the demand for smart TVs and gaming consoles. The adoption of smart home technology and the country's favorable special circumstances, including a tech-savvy population and a competitive market, have also contributed to the development of the market. The overall economic growth and government support for the digital economy have further fueled the demand for home entertainment systems and devices.

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

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