Gaming eyewear are used to protect your eyes from the glare of the computer or television screen. Gaming eyewear prevent glare-induced headaches that are usually caused from too much continuous light reaching the eyes. These frames are usually an amber color – this increases the contrast of the colors on the screen. Gaming glasses are also anti-reflective, creating even more protection for your eyes. They are usually water and dust repellant and scratch resistant.
Scope of the Report:
The worldwide market for Gaming Eyewear is expected to grow at a CAGR of roughly xx% over the next five years, will reach xx million US$ in 2023, from xx million US$ in 2017, according to a new GIR (Global Info Research) study.
This report focuses on the Gaming Eyewear in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
Market Segment by Manufacturers, this report covers
J and S vision
Duco Protection
Active Pacific
Gunnar
AltecVision
Zenni Optical
Ambr Eyewear
Pixel Eyewear
Venn Eyewea
BARNER
ZEISS
TruVision
Swanwick
Spektrum Glasses
CrystalHill
Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers
Men
Women
Market Segment by Applications, can be divided into
Professional Use
Personal Use
There are 15 Chapters to deeply display the global Gaming Eyewear market.
Chapter 1, to describe Gaming Eyewear Introduction, product scope, market overview, market opportunities, market risk, market driving force;
Chapter 2, to analyze the top manufacturers of Gaming Eyewear, with sales, revenue, and price of Gaming Eyewear, in 2016 and 2017;
Chapter 3, to display the competitive situation among the top manufacturers, with sales, revenue and market share in 2016 and 2017;
Chapter 4, to show the global market by regions, with sales, revenue and market share of Gaming Eyewear, for each region, from 2013 to 2018;
Chapter 5, 6, 7, 8 and 9, to analyze the market by countries, by type, by application and by manufacturers, with sales, revenue and market share by key countries in these regions;
Chapter 10 and 11, to show the market by type and application, with sales market share and growth rate by type, application, from 2013 to 2018;
Chapter 12, Gaming Eyewear market forecast, by regions, type and application, with sales and revenue, from 2018 to 2023;
Chapter 13, 14 and 15, to describe Gaming Eyewear sales channel, distributors, traders, dealers, Research Findings and Conclusion, appendix and data source
The base year for the study has been considered 2019, historic year 2014 and 2018, the forecast period considered is from 2020 to 2027. The regions analyzed for the market include North America, Europe, South America, Asia Pacific, and Middle East and Africa. These regions are further analyzed at the country-level. The study also includes attractiveness analysis of type, application and regions which are benchmarked based on their market size, growth rate and attractiveness in terms of present and future opportunity for understanding the future growth of the market.
Market is segmented on the basis:
The report offers in-depth analysis of driving factors, opportunities, restraints, and challenges for gaining the key insight of the market. The report emphasizes on all the key trends that play a vital role in the enlargement of the market from 2019 to 2026.
The report provides company profile of the key players operating in the market and a comparative analysis based on their business overviews industry offering, segment market share, regional presence, business strategies, innovations, mergers & acquisitions, recent developments, joint venture, collaborations, partnerships, SWOT analysis, and key financial information.
Table of Contents
1 Market Overview
1.1 Gaming Eyewear Introduction
1.2 Market Analysis by Type
1.2.1 Men
1.2.2 Women
1.3 Market Analysis by Applications
1.3.1 Professional Use
1.3.2 Personal Use
1.4 Market Analysis by Regions
1.4.1 North America (United States, Canada and Mexico)
1.4.1.1 United States Market States and Outlook (2013-2023)
1.4.1.2 Canada Market States and Outlook (2013-2023)
1.4.1.3 Mexico Market States and Outlook (2013-2023)
1.4.2 Europe (Germany, France, UK, Russia and Italy)
1.4.2.1 Germany Market States and Outlook (2013-2023)
1.4.2.2 France Market States and Outlook (2013-2023)
1.4.2.3 UK Market States and Outlook (2013-2023)
1.4.2.4 Russia Market States and Outlook (2013-2023)
1.4.2.5 Italy Market States and Outlook (2013-2023)
1.4.3 Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
1.4.3.1 China Market States and Outlook (2013-2023)
1.4.3.2 Japan Market States and Outlook (2013-2023)
1.4.3.3 Korea Market States and Outlook (2013-2023)
1.4.3.4 India Market States and Outlook (2013-2023)
1.4.3.5 Southeast Asia Market States and Outlook (2013-2023)
1.4.4 South America, Middle East and Africa
1.4.4.1 Brazil Market States and Outlook (2013-2023)
1.4.4.2 Egypt Market States and Outlook (2013-2023)
1.4.4.3 Saudi Arabia Market States and Outlook (2013-2023)
1.4.4.4 South Africa Market States and Outlook (2013-2023)
1.4.4.5 Nigeria Market States and Outlook (2013-2023)
1.5 Market Dynamics
1.5.1 Market Opportunities
1.5.2 Market Risk
1.5.3 Market Driving Force
2 Manufacturers Profiles
2.1 J and S vision
2.1.1 Business Overview
2.1.2 Gaming Eyewear Type and Applications
2.1.2.1 Product A
2.1.2.2 Product B
2.1.3 J and S vision Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.2 Duco Protection
2.2.1 Business Overview
2.2.2 Gaming Eyewear Type and Applications
2.2.2.1 Product A
2.2.2.2 Product B
2.2.3 Duco Protection Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.3 Active Pacific
2.3.1 Business Overview
2.3.2 Gaming Eyewear Type and Applications
2.3.2.1 Product A
2.3.2.2 Product B
2.3.3 Active Pacific Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.4 Gunnar
2.4.1 Business Overview
2.4.2 Gaming Eyewear Type and Applications
2.4.2.1 Product A
2.4.2.2 Product B
2.4.3 Gunnar Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.5 AltecVision
2.5.1 Business Overview
2.5.2 Gaming Eyewear Type and Applications
2.5.2.1 Product A
2.5.2.2 Product B
2.5.3 AltecVision Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.6 Zenni Optical
2.6.1 Business Overview
2.6.2 Gaming Eyewear Type and Applications
2.6.2.1 Product A
2.6.2.2 Product B
2.6.3 Zenni Optical Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.7 Ambr Eyewear
2.7.1 Business Overview
2.7.2 Gaming Eyewear Type and Applications
2.7.2.1 Product A
2.7.2.2 Product B
2.7.3 Ambr Eyewear Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.8 Pixel Eyewear
2.8.1 Business Overview
2.8.2 Gaming Eyewear Type and Applications
2.8.2.1 Product A
2.8.2.2 Product B
2.8.3 Pixel Eyewear Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.9 Venn Eyewea
2.9.1 Business Overview
2.9.2 Gaming Eyewear Type and Applications
2.9.2.1 Product A
2.9.2.2 Product B
2.9.3 Venn Eyewea Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.10 BARNER
2.10.1 Business Overview
2.10.2 Gaming Eyewear Type and Applications
2.10.2.1 Product A
2.10.2.2 Product B
2.10.3 BARNER Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.11 ZEISS
2.11.1 Business Overview
2.11.2 Gaming Eyewear Type and Applications
2.11.2.1 Product A
2.11.2.2 Product B
2.11.3 ZEISS Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.12 TruVision
2.12.1 Business Overview
2.12.2 Gaming Eyewear Type and Applications
2.12.2.1 Product A
2.12.2.2 Product B
2.12.3 TruVision Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.13 Swanwick
2.13.1 Business Overview
2.13.2 Gaming Eyewear Type and Applications
2.13.2.1 Product A
2.13.2.2 Product B
2.13.3 Swanwick Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.14 Spektrum Glasses
2.14.1 Business Overview
2.14.2 Gaming Eyewear Type and Applications
2.14.2.1 Product A
2.14.2.2 Product B
2.14.3 Spektrum Glasses Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
2.15 CrystalHill
2.15.1 Business Overview
2.15.2 Gaming Eyewear Type and Applications
2.15.2.1 Product A
2.15.2.2 Product B
2.15.3 CrystalHill Gaming Eyewear Sales, Price, Revenue, Gross Margin and Market Share (2016-2017)
3 Global Gaming Eyewear Sales, Revenue, Market Share and Competition by Manufacturer (2016-2017)
3.1 Global Gaming Eyewear Sales and Market Share by Manufacturer (2016-2017)
3.2 Global Gaming Eyewear Revenue and Market Share by Manufacturer (2016-2017)
3.3 Market Concentration Rate
3.3.1 Top 3 Gaming Eyewear Manufacturer Market Share in 2017
3.3.2 Top 6 Gaming Eyewear Manufacturer Market Share in 2017
3.4 Market Competition Trend
4 Global Gaming Eyewear Market Analysis by Regions
4.1 Global Gaming Eyewear Sales, Revenue and Market Share by Regions
4.1.1 Global Gaming Eyewear Sales and Market Share by Regions (2013-2018)
4.1.2 Global Gaming Eyewear Revenue and Market Share by Regions (2013-2018)
4.2 North America Gaming Eyewear Sales and Growth Rate (2013-2018)
4.3 Europe Gaming Eyewear Sales and Growth Rate (2013-2018)
4.4 Asia-Pacific Gaming Eyewear Sales and Growth Rate (2013-2018)
4.5 South America Gaming Eyewear Sales and Growth Rate (2013-2018)
4.6 Middle East and Africa Gaming Eyewear Sales and Growth Rate (2013-2018)
5 North America Gaming Eyewear by Countries
5.1 North America Gaming Eyewear Sales, Revenue and Market Share by Countries
5.1.1 North America Gaming Eyewear Sales and Market Share by Countries (2013-2018)
5.1.2 North America Gaming Eyewear Revenue and Market Share by Countries (2013-2018)
5.2 United States Gaming Eyewear Sales and Growth Rate (2013-2018)
5.3 Canada Gaming Eyewear Sales and Growth Rate (2013-2018)
5.4 Mexico Gaming Eyewear Sales and Growth Rate (2013-2018)
6 Europe Gaming Eyewear by Countries
6.1 Europe Gaming Eyewear Sales, Revenue and Market Share by Countries
6.1.1 Europe Gaming Eyewear Sales and Market Share by Countries (2013-2018)
6.1.2 Europe Gaming Eyewear Revenue and Market Share by Countries (2013-2018)
6.2 Germany Gaming Eyewear Sales and Growth Rate (2013-2018)
6.3 UK Gaming Eyewear Sales and Growth Rate (2013-2018)
6.4 France Gaming Eyewear Sales and Growth Rate (2013-2018)
6.5 Russia Gaming Eyewear Sales and Growth Rate (2013-2018)
6.6 Italy Gaming Eyewear Sales and Growth Rate (2013-2018)
7 Asia-Pacific Gaming Eyewear by Countries
7.1 Asia-Pacific Gaming Eyewear Sales, Revenue and Market Share by Countries
7.1.1 Asia-Pacific Gaming Eyewear Sales and Market Share by Countries (2013-2018)
7.1.2 Asia-Pacific Gaming Eyewear Revenue and Market Share by Countries (2013-2018)
7.2 China Gaming Eyewear Sales and Growth Rate (2013-2018)
7.3 Japan Gaming Eyewear Sales and Growth Rate (2013-2018)
7.4 Korea Gaming Eyewear Sales and Growth Rate (2013-2018)
7.5 India Gaming Eyewear Sales and Growth Rate (2013-2018)
7.6 Southeast Asia Gaming Eyewear Sales and Growth Rate (2013-2018)
8 South America Gaming Eyewear by Countries
8.1 South America Gaming Eyewear Sales, Revenue and Market Share by Countries
8.1.1 South America Gaming Eyewear Sales and Market Share by Countries (2013-2018)
8.1.2 South America Gaming Eyewear Revenue and Market Share by Countries (2013-2018)
8.2 Brazil Gaming Eyewear Sales and Growth Rate (2013-2018)
8.3 Argentina Gaming Eyewear Sales and Growth Rate (2013-2018)
8.4 Colombia Gaming Eyewear Sales and Growth Rate (2013-2018)
9 Middle East and Africa Gaming Eyewear by Countries
9.1 Middle East and Africa Gaming Eyewear Sales, Revenue and Market Share by Countries
9.1.1 Middle East and Africa Gaming Eyewear Sales and Market Share by Countries (2013-2018)
9.1.2 Middle East and Africa Gaming Eyewear Revenue and Market Share by Countries (2013-2018)
9.2 Saudi Arabia Gaming Eyewear Sales and Growth Rate (2013-2018)
9.3 UAE Gaming Eyewear Sales and Growth Rate (2013-2018)
9.4 Egypt Gaming Eyewear Sales and Growth Rate (2013-2018)
9.5 Nigeria Gaming Eyewear Sales and Growth Rate (2013-2018)
9.6 South Africa Gaming Eyewear Sales and Growth Rate (2013-2018)
10 Global Gaming Eyewear Market Segment by Type
10.1 Global Gaming Eyewear Sales, Revenue and Market Share by Type (2013-2018)
10.1.1 Global Gaming Eyewear Sales and Market Share by Type (2013-2018)
10.1.2 Global Gaming Eyewear Revenue and Market Share by Type (2013-2018)
10.2 Men Sales Growth and Price
10.2.1 Global Men Sales Growth (2013-2018)
10.2.2 Global Men Price (2013-2018)
10.3 Women Sales Growth and Price
10.3.1 Global Women Sales Growth (2013-2018)
10.3.2 Global Women Price (2013-2018)
11 Global Gaming Eyewear Market Segment by Application
11.1 Global Gaming Eyewear Sales Market Share by Application (2013-2018)
11.2 Professional Use Sales Growth (2013-2018)
11.3 Personal Use Sales Growth (2013-2018)
12 Gaming Eyewear Market Forecast (2018-2023)
12.1 Global Gaming Eyewear Sales, Revenue and Growth Rate (2018-2023)
12.2 Gaming Eyewear Market Forecast by Regions (2018-2023)
12.2.1 North America Gaming Eyewear Market Forecast (2018-2023)
12.2.2 Europe Gaming Eyewear Market Forecast (2018-2023)
12.2.3 Asia-Pacific Gaming Eyewear Market Forecast (2018-2023)
12.2.4 South America Gaming Eyewear Market Forecast (2018-2023)
12.2.5 Middle East and Africa Gaming Eyewear Market Forecast (2018-2023)
12.3 Gaming Eyewear Market Forecast by Type (2018-2023)
12.3.1 Global Gaming Eyewear Sales Forecast by Type (2018-2023)
12.3.2 Global Gaming Eyewear Market Share Forecast by Type (2018-2023)
12.4 Gaming Eyewear Market Forecast by Application (2018-2023)
12.4.1 Global Gaming Eyewear Sales Forecast by Application (2018-2023)
12.4.2 Global Gaming Eyewear Market Share Forecast by Application (2018-2023)
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.1.3 Marketing Channel Future Trend
13.2 Distributors, Traders and Dealers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Data Source
List of Tables and Figures
Figure Gaming Eyewear Picture
Table Product Specifications of Gaming Eyewear
Figure Global Sales Market Share of Gaming Eyewear by Types in 2017
Table Gaming E