The gaming headset, generally designed and used purely for gaming, some gaming headphones are capable of pulling double duty, channeling music as well as gaming sound effects. To meet a gamer’s needs and demands, gaming headsets come equipped with many different features, such as microphones for communicating with fellow online gamers. Gaming headsets are used with all types of gaming consoles and computers. Many are also designed to block out any ambient noise, completely immersing a player within the world of gaming.
Global Gaming Headset market demand is exuberant, currently China has become international Gaming Headset large consumption country, but the production technology is relatively laggard, it can only produce some low-end product, Gaming Headset industry need R & D and design capabilities, China’s product often copied other company’s product. Many foreign manufacturers have OEM in china.
Currently the global top three external sale manufacturers are: Turtle Beach, Sony and Sennheiser, their revenue market share is over 4%.
With the rapid growth of the national economy as well as the rapid development of downstream industries, Chinese people is becoming more and more wealthiest, along with the increasing life quality, the requirement of environmental protection is increasing, the technology upgrade of Gaming Headset is a trend, after the revolution, the industry will have more benign development.
According to this study, over the next five years the Gaming Headset market will register a xx% CAGR in terms of revenue, the global market size will reach US$ xx million by 2024, from US$ xx million in 2019. In particular, this report presents the global market share (sales and revenue) of key companies in Gaming Headset business, shared in Chapter 3.
This report presents a comprehensive overview, market shares, and growth opportunities of Gaming Headset market by product type, application, key manufacturers and key regions and countries.
This study considers the Gaming Headset value and volume generated from the sales of the following segments:
Segmentation by product type: breakdown data from 2014 to 2019, in Section 2.3; and forecast to 2024 in section 11.7.
Supra-Aural
Circumaural
Canalphones
Backphones
Others
Segmentation by application: breakdown data from 2014 to 2019, in Section 2.4; and forecast to 2024 in section 11.8.
Wired USB/Analog 3.5mm
Wireless USB Transmitter
Near Field Communication (NFC)
Others
This report also splits the market by region: Breakdown data in Chapter 4, 5, 6, 7 and 8.
Americas
United States
Canada
Mexico
Brazil
APAC
China
Japan
Korea
Southeast Asia
India
Australia
Europe
Germany
France
UK
Italy
Russia
Spain
Middle East & Africa
Egypt
South Africa
Israel
Turkey
GCC Countries
The report also presents the market competition landscape and a corresponding detailed analysis of the major vendor/manufacturers in the market. The key manufacturers covered in this report: Breakdown data in in Chapter 3.
Turtle Beach
Sony
Sennheiser
PDP-Pelican
Skullcandy
Microsoft (XBOX)
Plantronics
Logitech
Somic
SteelSeries
Audio-Technica
Creative Technology
Cooler Master
Big Ben
Corsair
Mad Catz-TRITTON
Gioteck
Accessories 4 Technology
Trust International
Kotion Electronic
Hama GmbH
Thrustmaster
Razer
Genius
In addition, this report discusses the key drivers influencing market growth, opportunities, the challenges and the risks faced by key manufacturers and the market as a whole. It also analyzes key emerging trends and their impact on present and future development.
Research objectives
To study and analyze the global Gaming Headset consumption (value & volume) by key regions/countries, product type and application, history data from 2014 to 2018, and forecast to 2024.
To understand the structure of Gaming Headset market by identifying its various subsegments.
Focuses on the key global Gaming Headset manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.
To analyze the Gaming Headset with respect to individual growth trends, future prospects, and their contribution to the total market.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
To project the consumption of Gaming Headset submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
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
2019-2024 Global Gaming Headset Consumption Market Report
1 Scope of the Report
1.1 Market Introduction
1.2 Research Objectives
1.3 Years Considered
1.4 Market Research Methodology
1.5 Economic Indicators
1.6 Currency Considered
2 Executive Summary
2.1 World Market Overview
2.1.1 Global Gaming Headset Consumption 2014-2024
2.1.2 Gaming Headset Consumption CAGR by Region
2.2 Gaming Headset Segment by Type
2.2.1 Supra-Aural
2.2.2 Circumaural
2.2.3 Canalphones
2.2.4 Backphones
2.2.5 Others
2.3 Gaming Headset Consumption by Type
2.3.1 Global Gaming Headset Consumption Market Share by Type (2014-2019)
2.3.2 Global Gaming Headset Revenue and Market Share by Type (2014-2019)
2.3.3 Global Gaming Headset Sale Price by Type (2014-2019)
2.4 Gaming Headset Segment by Application
2.4.1 Wired USB/Analog 3.5mm
2.4.2 Wireless USB Transmitter
2.4.3 Near Field Communication (NFC)
2.4.4 Others
2.5 Gaming Headset Consumption by Application
2.5.1 Global Gaming Headset Consumption Market Share by Application (2014-2019)
2.5.2 Global Gaming Headset Value and Market Share by Application (2014-2019)
2.5.3 Global Gaming Headset Sale Price by Application (2014-2019)
3 Global Gaming Headset by Players
3.1 Global Gaming Headset Sales Market Share by Players
3.1.1 Global Gaming Headset Sales by Players (2017-2019)
3.1.2 Global Gaming Headset Sales Market Share by Players (2017-2019)
3.2 Global Gaming Headset Revenue Market Share by Players
3.2.1 Global Gaming Headset Revenue by Players (2017-2019)
3.2.2 Global Gaming Headset Revenue Market Share by Players (2017-2019)
3.3 Global Gaming Headset Sale Price by Players
3.4 Global Gaming Headset Manufacturing Base Distribution, Sales Area, Product Types by Players
3.4.1 Global Gaming Headset Manufacturing Base Distribution and Sales Area by Players
3.4.2 Players Gaming Headset Products Offered
3.5 Market Concentration Rate Analysis
3.5.1 Competition Landscape Analysis
3.5.2 Concentration Ratio (CR3, CR5 and CR10) (2017-2019)
3.6 New Products and Potential Entrants
3.7 Mergers & Acquisitions, Expansion
4 Gaming Headset by Regions
4.1 Gaming Headset by Regions
4.1.1 Global Gaming Headset Consumption by Regions
4.1.2 Global Gaming Headset Value by Regions
4.2 Americas Gaming Headset Consumption Growth
4.3 APAC Gaming Headset Consumption Growth
4.4 Europe Gaming Headset Consumption Growth
4.5 Middle East & Africa Gaming Headset Consumption Growth
5 Americas
5.1 Americas Gaming Headset Consumption by Countries
5.1.1 Americas Gaming Headset Consumption by Countries (2014-2019)
5.1.2 Americas Gaming Headset Value by Countries (2014-2019)
5.2 Americas Gaming Headset Consumption by Type
5.3 Americas Gaming Headset Consumption by Application
5.4 United States
5.5 Canada
5.6 Mexico
5.7 Key Economic Indicators of Few Americas Countries
6 APAC
6.1 APAC Gaming Headset Consumption by Countries
6.1.1 APAC Gaming Headset Consumption by Countries (2014-2019)
6.1.2 APAC Gaming Headset Value by Countries (2014-2019)
6.2 APAC Gaming Headset Consumption by Type
6.3 APAC Gaming Headset Consumption by Application
6.4 China
6.5 Japan
6.6 Korea
6.7 Southeast Asia
6.8 India
6.9 Australia
6.10 Key Economic Indicators of Few APAC Countries
7 Europe
7.1 Europe Gaming Headset by Countries
7.1.1 Europe Gaming Headset Consumption by Countries (2014-2019)
7.1.2 Europe Gaming Headset Value by Countries (2014-2019)
7.2 Europe Gaming Headset Consumption by Type
7.3 Europe Gaming Headset Consumption by Application
7.4 Germany
7.5 France
7.6 UK
7.7 Italy
7.8 Russia
7.9 Spain
7.10 Key Economic Indicators of Few Europe Countries
8 Middle East & Africa
8.1 Middle East & Africa Gaming Headset by Countries
8.1.1 Middle East & Africa Gaming Headset Consumption by Countries (2014-2019)
8.1.2 Middle East & Africa Gaming Headset Value by Countries (2014-2019)
8.2 Middle East & Africa Gaming Headset Consumption by Type
8.3 Middle East & Africa Gaming Headset Consumption by Application
8.4 Egypt
8.5 South Africa
8.6 Israel
8.7 Turkey
8.8 GCC Countries
9 Market Drivers, Challenges and Trends
9.1 Market Drivers and Impact
9.1.1 Growing Demand from Key Regions
9.1.2 Growing Demand from Key Applications and Potential Industries
9.2 Market Challenges and Impact
9.3 Market Trends
10 Marketing, Distributors and Customer
10.1 Sales Channel
10.1.1 Direct Channels
10.1.2 Indirect Channels
10.2 Gaming Headset Distributors
10.3 Gaming Headset Customer
11 Global Gaming Headset Market Forecast
11.1 Global Gaming Headset Consumption Forecast (2019-2024)
11.2 Global Gaming Headset Forecast by Regions
11.2.1 Global Gaming Headset Forecast by Regions (2019-2024)
11.2.2 Global Gaming Headset Value Forecast by Regions (2019-2024)
11.2.3 Americas Consumption Forecast
11.2.4 APAC Consumption Forecast
11.2.5 Europe Consumption Forecast
11.2.6 Middle East & Africa Consumption Forecast
11.3 Americas Forecast by Countries
11.3.1 United States Market Forecast
11.3.2 Canada Market Forecast
11.3.3 Mexico Market Forecast
11.3.4 Brazil Market Forecast
11.4 APAC Forecast by Countries
11.4.1 China Market Forecast
11.4.2 Japan Market Forecast
11.4.3 Korea Market Forecast
11.4.4 Southeast Asia Market Forecast
11.4.5 India Market Forecast
11.4.6 Australia Market Forecast
11.5 Europe Forecast by Countries
11.5.1 Germany Market Forecast
11.5.2 France Market Forecast
11.5.3 UK Market Forecast
11.5.4 Italy Market Forecast
11.5.5 Russia Market Forecast
11.5.6 Spain Market Forecast
11.6 Middle East & Africa Forecast by Countries
11.6.1 Egypt Market Forecast
11.6.2 South Africa Market Forecast
11.6.3 Israel Market Forecast
11.6.4 Turkey Market Forecast
11.6.5 GCC Countries Market Forecast
11.7 Global Gaming Headset Forecast by Type
11.8 Global Gaming Headset Forecast by Application
12 Key Players Analysis
12.1 Turtle Beach
12.1.1 Company Details
12.1.2 Gaming Headset Product Offered
12.1.3 Turtle Beach Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.1.4 Main Business Overview
12.1.5 Turtle Beach News
12.2 Sony
12.2.1 Company Details
12.2.2 Gaming Headset Product Offered
12.2.3 Sony Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.2.4 Main Business Overview
12.2.5 Sony News
12.3 Sennheiser
12.3.1 Company Details
12.3.2 Gaming Headset Product Offered
12.3.3 Sennheiser Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.3.4 Main Business Overview
12.3.5 Sennheiser News
12.4 PDP-Pelican
12.4.1 Company Details
12.4.2 Gaming Headset Product Offered
12.4.3 PDP-Pelican Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.4.4 Main Business Overview
12.4.5 PDP-Pelican News
12.5 Skullcandy
12.5.1 Company Details
12.5.2 Gaming Headset Product Offered
12.5.3 Skullcandy Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.5.4 Main Business Overview
12.5.5 Skullcandy News
12.6 Microsoft (XBOX)
12.6.1 Company Details
12.6.2 Gaming Headset Product Offered
12.6.3 Microsoft (XBOX) Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.6.4 Main Business Overview
12.6.5 Microsoft (XBOX) News
12.7 Plantronics
12.7.1 Company Details
12.7.2 Gaming Headset Product Offered
12.7.3 Plantronics Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.7.4 Main Business Overview
12.7.5 Plantronics News
12.8 Logitech
12.8.1 Company Details
12.8.2 Gaming Headset Product Offered
12.8.3 Logitech Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.8.4 Main Business Overview
12.8.5 Logitech News
12.9 Somic
12.9.1 Company Details
12.9.2 Gaming Headset Product Offered
12.9.3 Somic Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.9.4 Main Business Overview
12.9.5 Somic News
12.10 SteelSeries
12.10.1 Company Details
12.10.2 Gaming Headset Product Offered
12.10.3 SteelSeries Gaming Headset Sales, Revenue, Price and Gross Margin (2017-2019)
12.10.4 Main Business Overview
12.10.5 SteelSeries News
12.11 Audio-Technica
12.12 Creative Technology
12.13 Cooler Master
12.14 Big Ben
12.15 Corsair
12.16 Mad Catz-TRITTON
12.17 Gioteck
12.18 Accessories 4 Technology
12.19 Trust International
12.20 Kotion Electronic
12.21 Hama GmbH
12.22 Thrustmaster
12.23 Razer
12.24 Genius
13 Research Findings and Conclusion
List of Tables and Figures
Figure Picture of Gaming Headset
Table Product Specifications of Gaming Headset
Figure Gaming Headset Report Years Considered
Figure Market Res