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The Future of Consumer Technology 2026 (Bitkom)

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ReportBitkomJanuary 202660 pages90 min readOriginal source
Key number
€12.1bn
Forecast smartphone revenue 2026 p.10
Largest segment
€2.81bn
Flat-screen TVs, largest segment of classic consumer electronics p.10
What changed
81%
Classic TV reception (previous year: 86%) p.29

Summary

  • Bitkom forecasts classic consumer electronics revenue of €7.6 billion in 2026, with flat-screen TVs the largest segment at €2.81 billion or 37 percent.p.10
  • Smartphones are forecast to generate €12.1 billion in 2026, with 18.5 million devices sold at an average price of €657 net.p.10
  • Headphone users wear their headphones 12.7 hours per week on average.p.13
  • 15 percent of the population have already worn smart glasses and another 28 percent would like to.p.19
  • 35 percent have already used VR glasses and a further 43 percent would like to, making 78 percent open to VR.p.24
  • 81 percent watch classic TV via cable, satellite or antenna, down from 86 percent the year before, while 89 percent stream video.p.29
  • Users of paid video subscriptions pay €18.50 per month on average.p.33

Key insights

  1. 74 percent of headphone users would like headphones that translate conversations in real time.p.15
  2. 53 percent sometimes put on headphones just to signal that they do not want to be disturbed, up from 40 percent in 2020.p.15
  3. 37 percent of the population can imagine using AR glasses.p.20
  4. 56 percent know that AR can also be used via smartphone or tablet.p.22
  5. Apps showing virtual content in tours and museums reach a combined openness of 66 percent, the highest among AR applications.p.23
  6. 92 percent of VR users have played computer or video games with VR glasses.p.26
  7. 55 percent of the population watch videos in social networks such as Facebook, TikTok, Instagram or LinkedIn.p.30
  8. 14 percent prefer short videos to a whole film or series.p.32
  9. 44 percent of video streamers use paid subscriptions, up from 37 percent in 2024.p.33
  10. 16 percent of video streamers watch via VR glasses, compared with 9 percent in 2024.p.32

Topics and entities

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