Report Detail

Consumer Goods Global Gaming Headphone Market Insights, Forecast to 2025

  • RnM2366363
  • |
  • 27 April, 2019
  • |
  • Global
  • |
  • 111 Pages
  • |
  • QYResearch
  • |
  • Consumer Goods

Gaming headphones are specially designed peripherals, which include high-quality headphones and microphones used by gamers while playing games. These headphones are designed to block the ambient noises and to provide extra comfort to the games.
In terms of geographic regions, the North Americas accounted for the major share in the gaming headphones market in 2017. The increasing popularity of e-sports is driving the growth of the gaming headphone market in this region and it is estimated that the market will witness significant growth during the next few years.
The global Gaming Headphone market is valued at xx million US$ in 2018 and will reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025. The objectives of this study are to define, segment, and project the size of the Gaming Headphone market based on company, product type, end user and key regions.

This report studies the global market size of Gaming Headphone in key regions like North America, Europe, Asia Pacific, Central & South America and Middle East & Africa, focuses on the consumption of Gaming Headphone in these regions.
This research report categorizes the global Gaming Headphone market by top players/brands, region, type and end user. This report also studies the global Gaming Headphone market status, competition landscape, market share, growth rate, future trends, market drivers, opportunities and challenges, sales channels and distributors.

The following manufacturers are covered in this report, with sales, revenue, market share for each company:
CORSAIR
SteelSeries
ROCCAT STUDIOS
Razer
Turtle Beach
Sennheiser
Logitech

Market size by Product
Wired Gaming Headphone
Wireless Gaming Headphone
Market size by End User
Personal Use
Commercial Use

Market size by Region
North America
United States
Canada
Mexico
Asia-Pacific
China
India
Japan
South Korea
Australia
Indonesia
Singapore
Malaysia
Philippines
Thailand
Vietnam
Europe
Germany
France
UK
Italy
Spain
Russia
Central & South America
Brazil
Rest of Central & South America
Middle East & Africa
GCC Countries
Turkey
Egypt
South Africa

The study objectives of this report are:
To study and analyze the global Gaming Headphone market size (value & volume) by company, key regions, products and end user, breakdown data from 2014 to 2018, and forecast to 2025.
To understand the structure of Gaming Headphone market by identifying its various subsegments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
Focuses on the key global Gaming Headphone companies, to define, describe and analyze the sales volume, value, market share, market competition landscape and recent development.
To project the value and sales volume of Gaming Headphone submarkets, with respect to key regions.
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

In this study, the years considered to estimate the market size of Gaming Headphone are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025

This report includes the estimation of market size for value (million US$) and volume (K Units). Both top-down and bottom-up approaches have been used to estimate and validate the market size of Gaming Headphone market, to estimate the size of various other dependent submarkets in the overall market. Key players in the market have been identified through secondary research, and their market shares have been determined through primary and secondary research. All percentage shares, splits, and breakdowns have been determined using secondary sources and verified primary sources.

For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


Table of Contents

    1 Study Coverage

    • 1.1 Gaming Headphone Product
    • 1.2 Market Segments
    • 1.3 Key Manufacturers Covered
    • 1.4 Market by Type
      • 1.4.1 Global Gaming Headphone Market Size Growth Rate by Product
      • 1.4.2 Wired Gaming Headphone
      • 1.4.3 Wireless Gaming Headphone
    • 1.5 Market by End User
      • 1.5.1 Global Gaming Headphone Market Size Growth Rate by End User
      • 1.5.2 Personal Use
      • 1.5.3 Commercial Use
    • 1.6 Study Objectives
    • 1.7 Years Considered

    2 Executive Summary

    • 2.1 Global Gaming Headphone Market Size
      • 2.1.1 Global Gaming Headphone Revenue 2014-2025
      • 2.1.2 Global Gaming Headphone Sales 2014-2025
    • 2.2 Gaming Headphone Growth Rate by Regions
      • 2.2.1 Global Gaming Headphone Sales by Regions
      • 2.2.2 Global Gaming Headphone Revenue by Regions

    3 Breakdown Data by Manufacturers

    • 3.1 Gaming Headphone Sales by Manufacturers
      • 3.1.1 Gaming Headphone Sales by Manufacturers
      • 3.1.2 Gaming Headphone Sales Market Share by Manufacturers
      • 3.1.3 Global Gaming Headphone Market Concentration Ratio (CR5 and HHI)
    • 3.2 Gaming Headphone Revenue by Manufacturers
      • 3.2.1 Gaming Headphone Revenue by Manufacturers (2014-2019)
      • 3.2.2 Gaming Headphone Revenue Share by Manufacturers (2014-2019)
    • 3.3 Gaming Headphone Price by Manufacturers
    • 3.4 Gaming Headphone Manufacturing Base Distribution, Product Types
      • 3.4.1 Gaming Headphone Manufacturers Manufacturing Base Distribution, Headquarters
      • 3.4.2 Manufacturers Gaming Headphone Product Type
      • 3.4.3 Date of International Manufacturers Enter into Gaming Headphone Market
    • 3.5 Manufacturers Mergers & Acquisitions, Expansion Plans

    4 Breakdown Data by Product

    • 4.1 Global Gaming Headphone Sales by Product
    • 4.2 Global Gaming Headphone Revenue by Product
    • 4.3 Gaming Headphone Price by Product

    5 Breakdown Data by End User

    • 5.1 Overview
    • 5.2 Global Gaming Headphone Breakdown Data by End User

    6 North America

    • 6.1 North America Gaming Headphone by Countries
      • 6.1.1 North America Gaming Headphone Sales by Countries
      • 6.1.2 North America Gaming Headphone Revenue by Countries
      • 6.1.3 United States
      • 6.1.4 Canada
      • 6.1.5 Mexico
    • 6.2 North America Gaming Headphone by Product
    • 6.3 North America Gaming Headphone by End User

    7 Europe

    • 7.1 Europe Gaming Headphone by Countries
      • 7.1.1 Europe Gaming Headphone Sales by Countries
      • 7.1.2 Europe Gaming Headphone Revenue by Countries
      • 7.1.3 Germany
      • 7.1.4 France
      • 7.1.5 UK
      • 7.1.6 Italy
      • 7.1.7 Russia
    • 7.2 Europe Gaming Headphone by Product
    • 7.3 Europe Gaming Headphone by End User

    8 Asia Pacific

    • 8.1 Asia Pacific Gaming Headphone by Countries
      • 8.1.1 Asia Pacific Gaming Headphone Sales by Countries
      • 8.1.2 Asia Pacific Gaming Headphone Revenue by Countries
      • 8.1.3 China
      • 8.1.4 Japan
      • 8.1.5 Korea
      • 8.1.6 India
      • 8.1.7 Australia
      • 8.1.8 Indonesia
      • 8.1.9 Malaysia
      • 8.1.10 Philippines
      • 8.1.11 Thailand
      • 8.1.12 Vietnam
      • 8.1.13 Singapore
    • 8.2 Asia Pacific Gaming Headphone by Product
    • 8.3 Asia Pacific Gaming Headphone by End User

    9 Central & South America

    • 9.1 Central & South America Gaming Headphone by Countries
      • 9.1.1 Central & South America Gaming Headphone Sales by Countries
      • 9.1.2 Central & South America Gaming Headphone Revenue by Countries
      • 9.1.3 Brazil
    • 9.2 Central & South America Gaming Headphone by Product
    • 9.3 Central & South America Gaming Headphone by End User

    10 Middle East and Africa

    • 10.1 Middle East and Africa Gaming Headphone by Countries
      • 10.1.1 Middle East and Africa Gaming Headphone Sales by Countries
      • 10.1.2 Middle East and Africa Gaming Headphone Revenue by Countries
      • 10.1.3 GCC Countries
      • 10.1.4 Turkey
      • 10.1.5 Egypt
      • 10.1.6 South Africa
    • 10.2 Middle East and Africa Gaming Headphone by Product
    • 10.3 Middle East and Africa Gaming Headphone by End User

    11 Company Profiles

    • 11.1 CORSAIR
      • 11.1.1 CORSAIR Company Details
      • 11.1.2 Company Business Overview
      • 11.1.3 CORSAIR Gaming Headphone Sales, Revenue and Gross Margin (2014-2019)
      • 11.1.4 CORSAIR Gaming Headphone Products Offered
      • 11.1.5 CORSAIR Recent Development
    • 11.2 SteelSeries
      • 11.2.1 SteelSeries Company Details
      • 11.2.2 Company Business Overview
      • 11.2.3 SteelSeries Gaming Headphone Sales, Revenue and Gross Margin (2014-2019)
      • 11.2.4 SteelSeries Gaming Headphone Products Offered
      • 11.2.5 SteelSeries Recent Development
    • 11.3 ROCCAT STUDIOS
      • 11.3.1 ROCCAT STUDIOS Company Details
      • 11.3.2 Company Business Overview
      • 11.3.3 ROCCAT STUDIOS Gaming Headphone Sales, Revenue and Gross Margin (2014-2019)
      • 11.3.4 ROCCAT STUDIOS Gaming Headphone Products Offered
      • 11.3.5 ROCCAT STUDIOS Recent Development
    • 11.4 Razer
      • 11.4.1 Razer Company Details
      • 11.4.2 Company Business Overview
      • 11.4.3 Razer Gaming Headphone Sales, Revenue and Gross Margin (2014-2019)
      • 11.4.4 Razer Gaming Headphone Products Offered
      • 11.4.5 Razer Recent Development
    • 11.5 Turtle Beach
      • 11.5.1 Turtle Beach Company Details
      • 11.5.2 Company Business Overview
      • 11.5.3 Turtle Beach Gaming Headphone Sales, Revenue and Gross Margin (2014-2019)
      • 11.5.4 Turtle Beach Gaming Headphone Products Offered
      • 11.5.5 Turtle Beach Recent Development
    • 11.6 Sennheiser
      • 11.6.1 Sennheiser Company Details
      • 11.6.2 Company Business Overview
      • 11.6.3 Sennheiser Gaming Headphone Sales, Revenue and Gross Margin (2014-2019)
      • 11.6.4 Sennheiser Gaming Headphone Products Offered
      • 11.6.5 Sennheiser Recent Development
    • 11.7 Logitech
      • 11.7.1 Logitech Company Details
      • 11.7.2 Company Business Overview
      • 11.7.3 Logitech Gaming Headphone Sales, Revenue and Gross Margin (2014-2019)
      • 11.7.4 Logitech Gaming Headphone Products Offered
      • 11.7.5 Logitech Recent Development

    12 Future Forecast

    • 12.1 Gaming Headphone Market Forecast by Regions
      • 12.1.1 Global Gaming Headphone Sales Forecast by Regions 2019-2025
      • 12.1.2 Global Gaming Headphone Revenue Forecast by Regions 2019-2025
    • 12.2 Gaming Headphone Market Forecast by Product
      • 12.2.1 Global Gaming Headphone Sales Forecast by Product 2019-2025
      • 12.2.2 Global Gaming Headphone Revenue Forecast by Product 2019-2025
    • 12.3 Gaming Headphone Market Forecast by End User
    • 12.4 North America Gaming Headphone Forecast
    • 12.5 Europe Gaming Headphone Forecast
    • 12.6 Asia Pacific Gaming Headphone Forecast
    • 12.7 Central & South America Gaming Headphone Forecast
    • 12.8 Middle East and Africa Gaming Headphone Forecast

    13 Market Opportunities, Challenges, Risks and Influences Factors Analysis

    • 13.1 Market Opportunities and Drivers
    • 13.2 Market Challenges
    • 13.3 Market Risks/Restraints
    • 13.4 Macroscopic Indicators

    14 Value Chain and Sales Channels Analysis

    • 14.1 Value Chain Analysis
    • 14.2 Gaming Headphone Customers
    • 14.3 Sales Channels Analysis
      • 14.3.1 Sales Channels
      • 14.3.2 Distributors

    15 Research Findings and Conclusion

      16 Appendix

      • 16.1 Research Methodology
        • 16.1.1 Methodology/Research Approach
        • 16.1.2 Data Source
      • 16.2 Author Details

      Summary:
      Get latest Market Research Reports on Gaming Headphone . Industry analysis & Market Report on Gaming Headphone is a syndicated market report, published as Global Gaming Headphone Market Insights, Forecast to 2025. It is complete Research Study and Industry Analysis of Gaming Headphone market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

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