The North America Home Entertainment Devices Market would witness market growth of 5.1% CAGR during the forecast period (2023-2030). In the year 2019, the North America market's volume surged to 1,21,646.6 thousand units, showcasing a growth of 5.5% (2019-2022).
The market has witnessed an unprecedented evolution over the years, transforming the way individuals experience entertainment within the comfort of their homes. This market encompasses various devices and technologies to deliver immersive, high-quality entertainment experiences. From televisions and sound systems to gaming consoles and streaming devices, the sector has continuously evolved to meet the changing preferences and technological advancements in the industry. These devices cater to various entertainment applications, encompassing movies, music, gaming, and interactive experiences.
Gaming consoles, both traditional and cloud-based, have redefined interactive entertainment, offering a wide array of gaming experiences with realistic graphics and online multiplayer capabilities. Virtual reality (VR) devices have emerged as a cutting-edge technology, providing users with immersive, 360-degree experiences in gaming, simulations, and entertainment content. Additionally, smart home devices integrated with entertainment systems offer convenience through voice commands and automation, enhancing the overall home entertainment experience. Home assistants and voice-controlled devices have integrated seamlessly into entertainment setups, allowing users to control their entertainment systems hands-free.
North America is a hub for technological innovation, technological advancements lead to the creation of new industries and jobs, often providing higher-paying employment opportunities, consequently increasing disposable income for individuals in these sectors. Mobile gaming has become popular in the U.S. The convenience and accessibility of gaming on smartphones and tablets have attracted a broader audience. Games like "Pokémon GO" and "Fortnite" have become cultural phenomena, contributing to the expansion of the mobile gaming industry. Therefore, rising disposable income and demand for gaming devices and peripherals in North America countries will lead to increased demand for these devices in the region.
The US market dominated the North America Home Entertainment Devices Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $82,469.9 million by 2030. The Canada market is experiencing a CAGR of 7.5% during (2023 - 2030). Additionally, The Mexico market would exhibit a CAGR of 6.6% during (2023 - 2030).
Based on Distribution Channel, the market is segmented into Offline, and Online. Based on Mode Of Connectivity, the market is segmented into Wired, and Wireless. Based on Type, the market is segmented into Video Devices (Televisions, Projectors, Blue-ray & DVD Players, Digital Video Recorders, Others), Audio Devices (Home Theatre in box, Sound Bars, Audio Players, Headphones, Home Radios, Others), and Gaming Consoles. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Samsung Electronics Co., Ltd. (Samsung Group), LG Corporation, Sony Corporation, Toshiba Corporation, Apple, Inc., Panasonic Holdings Corporation, Microsoft Corporation, Koninklijke Philips N.V., Bose Corporation and Mitsubishi Electric Corporation.
The market has witnessed an unprecedented evolution over the years, transforming the way individuals experience entertainment within the comfort of their homes. This market encompasses various devices and technologies to deliver immersive, high-quality entertainment experiences. From televisions and sound systems to gaming consoles and streaming devices, the sector has continuously evolved to meet the changing preferences and technological advancements in the industry. These devices cater to various entertainment applications, encompassing movies, music, gaming, and interactive experiences.
Gaming consoles, both traditional and cloud-based, have redefined interactive entertainment, offering a wide array of gaming experiences with realistic graphics and online multiplayer capabilities. Virtual reality (VR) devices have emerged as a cutting-edge technology, providing users with immersive, 360-degree experiences in gaming, simulations, and entertainment content. Additionally, smart home devices integrated with entertainment systems offer convenience through voice commands and automation, enhancing the overall home entertainment experience. Home assistants and voice-controlled devices have integrated seamlessly into entertainment setups, allowing users to control their entertainment systems hands-free.
North America is a hub for technological innovation, technological advancements lead to the creation of new industries and jobs, often providing higher-paying employment opportunities, consequently increasing disposable income for individuals in these sectors. Mobile gaming has become popular in the U.S. The convenience and accessibility of gaming on smartphones and tablets have attracted a broader audience. Games like "Pokémon GO" and "Fortnite" have become cultural phenomena, contributing to the expansion of the mobile gaming industry. Therefore, rising disposable income and demand for gaming devices and peripherals in North America countries will lead to increased demand for these devices in the region.
The US market dominated the North America Home Entertainment Devices Market by Country in 2022, and would continue to be a dominant market till 2030; thereby, achieving a market value of $82,469.9 million by 2030. The Canada market is experiencing a CAGR of 7.5% during (2023 - 2030). Additionally, The Mexico market would exhibit a CAGR of 6.6% during (2023 - 2030).
Based on Distribution Channel, the market is segmented into Offline, and Online. Based on Mode Of Connectivity, the market is segmented into Wired, and Wireless. Based on Type, the market is segmented into Video Devices (Televisions, Projectors, Blue-ray & DVD Players, Digital Video Recorders, Others), Audio Devices (Home Theatre in box, Sound Bars, Audio Players, Headphones, Home Radios, Others), and Gaming Consoles. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Samsung Electronics Co., Ltd. (Samsung Group), LG Corporation, Sony Corporation, Toshiba Corporation, Apple, Inc., Panasonic Holdings Corporation, Microsoft Corporation, Koninklijke Philips N.V., Bose Corporation and Mitsubishi Electric Corporation.
Scope of the Study
Market Segments Covered in the Report:
By Distribution Channel (Volume, Thousand Units, Revenue, USD Billion/Million, 2019-30)- Offline
- Online
- Wired
- Wireless
- Video Devices
- Televisions
- Projectors
- Blue-ray & DVD Players
- Digital Video Recorders
- Others
- Audio Devices
- Home Theatre in box
- Sound Bars
- Audio Players
- Headphones
- Home Radios
- Others
- Gaming Consoles
- US
- Canada
- Mexico
- Rest of North America
Key Market Players
List of Companies Profiled in the Report:
- Samsung Electronics Co., Ltd. (Samsung Group)
- LG Corporation
- Sony Corporation
- Toshiba Corporation
- Apple, Inc.
- Panasonic Holdings Corporation
- Microsoft Corporation
- Koninklijke Philips N.V.
- Bose Corporation
- Mitsubishi Electric Corporation
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Table of Contents
Chapter 1. Market Scope & Methodology
Chapter 2. Market at a Glance
Chapter 3. Market Overview
Chapter 4. Competition Analysis - Global
Chapter 5. North America Home Entertainment Devices Market by Distribution Channel
Chapter 6. North America Home Entertainment Devices Market by Mode Of Connectivity
Chapter 7. North America Home Entertainment Devices Market by Type
Chapter 8. North America Home Entertainment Devices Market by Country
Chapter 9. Company Profiles
Companies Mentioned
- Samsung Electronics Co., Ltd. (Samsung Group)
- LG Corporation
- Sony Corporation
- Toshiba Corporation
- Apple, Inc.
- Panasonic Holdings Corporation
- Microsoft Corporation
- Koninklijke Philips N.V.
- Bose Corporation
- Mitsubishi Electric Corporation
Methodology
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