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Global Wireless Headset for Gaming Market Growth 2020-2025

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1 Scope of the Report

  • 1.1 Market Introduction
  • 1.2 Research Objectives
  • 1.3 Years Considered
  • 1.4 Market Research Methodology
  • 1.5 Data Source
  • 1.6 Economic Indicators
  • 1.7 Currency Considered

2 Executive Summary

  • 2.1 World Market Overview
  • 2.1.1 Global Wireless Headset for Gaming Consumption 2015-2025
  • 2.1.2 Wireless Headset for Gaming Consumption CAGR by Region
  • 2.2 Wireless Headset for Gaming Segment by Type
  • 2.2.1 Infrared
  • 2.2.2 M Wave
  • 2.2.3 Decimeter Wave
  • 2.3 Wireless Headset for Gaming Consumption by Type
  • 2.3.1 Global Wireless Headset for Gaming Consumption Market Share by Type (2015-2020)
  • 2.3.2 Global Wireless Headset for Gaming Revenue and Market Share by Type (2015-2020)
  • 2.3.3 Global Wireless Headset for Gaming Sale Price by Type (2015-2020)
  • 2.4 Wireless Headset for Gaming Segment by Application
  • 2.4.1 Personal Use
  • 2.4.2 Commercial Use
  • 2.5 Wireless Headset for Gaming Consumption by Application
  • 2.5.1 Global Wireless Headset for Gaming Consumption Market Share by Type (2015-2020)
  • 2.5.2 Global Wireless Headset for Gaming Value and Market Share by Type (2015-2020)
  • 2.5.3 Global Wireless Headset for Gaming Sale Price by Type (2015-2020)
  • 3 Global Wireless Headset for Gaming by Company

    • 3.1 Global Wireless Headset for Gaming Sales Market Share by Company
    • 3.1.1 Global Wireless Headset for Gaming Sales by Company (2018-2020)
  • 3.1.2 Global Wireless Headset for Gaming Sales Market Share by Company (2018-2020)
  • 3.2 Global Wireless Headset for Gaming Revenue Market Share by Company
  • 3.2.1 Global Wireless Headset for Gaming Revenue by Company (2018-2020)
  • 3.2.2 Global Wireless Headset for Gaming Revenue Market Share by Company (2018-2020)
  • 3.3 Global Wireless Headset for Gaming Sale Price by Company
  • 3.4 Global Wireless Headset for Gaming Manufacturing Base Distribution, Sales Area, Type by Company
  • 3.4.1 Global Wireless Headset for Gaming Manufacturing Base Distribution and Sales Area by Company
  • 3.4.2 Players Wireless Headset for Gaming Products Offered
  • 3.5 Market Concentration Rate Analysis
  • 3.5.1 Competition Landscape Analysis
  • 3.5.2 Concentration Ratio (CR3, CR5 and CR10) (2018-2020)
  • 3.6 New Products and Potential Entrants
  • 3.7 Mergers & Acquisitions, Expansion
  • 4 Wireless Headset for Gaming by Regions

    • 4.1 Wireless Headset for Gaming by Regions
    • 4.2 Americas Wireless Headset for Gaming Consumption Growth
    • 4.3 APAC Wireless Headset for Gaming Consumption Growth
    • 4.4 Europe Wireless Headset for Gaming Consumption Growth
    • 4.5 Middle East & Africa Wireless Headset for Gaming Consumption Growth

    5 Americas

    • 5.1 Americas Wireless Headset for Gaming Consumption by Countries
    • 5.1.1 Americas Wireless Headset for Gaming Consumption by Countries (2015-2020)
  • 5.1.2 Americas Wireless Headset for Gaming Value by Countries (2015-2020)
  • 5.2 Americas Wireless Headset for Gaming Consumption by Type
  • 5.3 Americas Wireless Headset for Gaming Consumption by Application
  • 5.4 United States
  • 5.5 Canada
  • 5.6 Mexico
  • 5.7 Brazil
  • 5.8 Key Economic Indicators of Few Americas Countries
  • 6 APAC

    • 6.1 APAC Wireless Headset for Gaming Consumption by Regions
    • 6.1.1 APAC Wireless Headset for Gaming Consumption by Regions (2015-2020)
  • 6.1.2 APAC Wireless Headset for Gaming Value by Regions (2015-2020)
  • 6.2 APAC Wireless Headset for Gaming Consumption by Type
  • 6.3 APAC Wireless Headset for Gaming 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 Regions
  • 7 Europe

    • 7.1 Europe Wireless Headset for Gaming by Countries
    • 7.1.1 Europe Wireless Headset for Gaming Consumption by Countries (2015-2020)
  • 7.1.2 Europe Wireless Headset for Gaming Value by Countries (2015-2020)
  • 7.2 Europe Wireless Headset for Gaming Consumption by Type
  • 7.3 Europe Wireless Headset for Gaming Consumption by Application
  • 7.4 Germany
  • 7.5 France
  • 7.6 UK
  • 7.7 Italy
  • 7.8 Russia
  • 7.9 Key Economic Indicators of Few Europe Countries
  • 8 Middle East & Africa

    • 8.1 Middle East & Africa Wireless Headset for Gaming by Countries
    • 8.1.1 Middle East & Africa Wireless Headset for Gaming Consumption by Countries (2015-2020)
  • 8.1.2 Middle East & Africa Wireless Headset for Gaming Value by Countries (2015-2020)
  • 8.2 Middle East & Africa Wireless Headset for Gaming Consumption by Type
  • 8.3 Middle East & Africa Wireless Headset for Gaming 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 Wireless Headset for Gaming Distributors
  • 10.3 Wireless Headset for Gaming Customer
  • 11 Global Wireless Headset for Gaming Market Forecast

    • 11.1 Global Wireless Headset for Gaming Consumption Forecast (2021-2025)
    • 11.2 Global Wireless Headset for Gaming Forecast by Regions
    • 11.2.1 Global Wireless Headset for Gaming Forecast by Regions (2021-2025)
  • 11.2.2 Global Wireless Headset for Gaming Value Forecast by Regions (2021-2025)
  • 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
  • 11.6 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 Wireless Headset for Gaming Forecast by Type
  • 11.8 Global Wireless Headset for Gaming Forecast by Application
  • 12 Key Players Analysis

    • 12.1 Sennheiser
    • 12.1.1 Company Information
  • 12.1.2 Wireless Headset for Gaming Product Offered
  • 12.1.3 Sennheiser Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.1.4 Main Business Overview
  • 12.1.5 Sennheiser Latest Developments
  • 12.2 Creative Technology
  • 12.2.1 Company Information
  • 12.2.2 Wireless Headset for Gaming Product Offered
  • 12.2.3 Creative Technology Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.2.4 Main Business Overview
  • 12.2.5 Creative Technology Latest Developments
  • 12.3 Sony
  • 12.3.1 Company Information
  • 12.3.2 Wireless Headset for Gaming Product Offered
  • 12.3.3 Sony Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.3.4 Main Business Overview
  • 12.3.5 Sony Latest Developments
  • 12.4 Somic
  • 12.4.1 Company Information
  • 12.4.2 Wireless Headset for Gaming Product Offered
  • 12.4.3 Somic Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.4.4 Main Business Overview
  • 12.4.5 Somic Latest Developments
  • 12.5 Razer
  • 12.5.1 Company Information
  • 12.5.2 Wireless Headset for Gaming Product Offered
  • 12.5.3 Razer Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.5.4 Main Business Overview
  • 12.5.5 Razer Latest Developments
  • 12.6 Logitech
  • 12.6.1 Company Information
  • 12.6.2 Wireless Headset for Gaming Product Offered
  • 12.6.3 Logitech Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.6.4 Main Business Overview
  • 12.6.5 Logitech Latest Developments
  • 12.7 Kotion Electronic
  • 12.7.1 Company Information
  • 12.7.2 Wireless Headset for Gaming Product Offered
  • 12.7.3 Kotion Electronic Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.7.4 Main Business Overview
  • 12.7.5 Kotion Electronic Latest Developments
  • 12.8 SteelSeries
  • 12.8.1 Company Information
  • 12.8.2 Wireless Headset for Gaming Product Offered
  • 12.8.3 SteelSeries Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.8.4 Main Business Overview
  • 12.8.5 SteelSeries Latest Developments
  • 12.9 Trust International
  • 12.9.1 Company Information
  • 12.9.2 Wireless Headset for Gaming Product Offered
  • 12.9.3 Trust International Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.9.4 Main Business Overview
  • 12.9.5 Trust International Latest Developments
  • 12.10 Audio-Technica
  • 12.10.1 Company Information
  • 12.10.2 Wireless Headset for Gaming Product Offered
  • 12.10.3 Audio-Technica Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.10.4 Main Business Overview
  • 12.10.5 Audio-Technica Latest Developments
  • 12.11 KYE System Corp (Genius)
  • 12.11.1 Company Information
  • 12.11.2 Wireless Headset for Gaming Product Offered
  • 12.11.3 KYE System Corp (Genius) Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.11.4 Main Business Overview
  • 12.11.5 KYE System Corp (Genius) Latest Developments
  • 12.12 Thrustmaster
  • 12.12.1 Company Information
  • 12.12.2 Wireless Headset for Gaming Product Offered
  • 12.12.3 Thrustmaster Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.12.4 Main Business Overview
  • 12.12.5 Thrustmaster Latest Developments
  • 12.13 Mad Catz
  • 12.13.1 Company Information
  • 12.13.2 Wireless Headset for Gaming Product Offered
  • 12.13.3 Mad Catz Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.13.4 Main Business Overview
  • 12.13.5 Mad Catz Latest Developments
  • 12.14 PDP-Pelican
  • 12.14.1 Company Information
  • 12.14.2 Wireless Headset for Gaming Product Offered
  • 12.14.3 PDP-Pelican Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.14.4 Main Business Overview
  • 12.14.5 PDP-Pelican Latest Developments
  • 12.15 Cooler Master
  • 12.15.1 Company Information
  • 12.15.2 Wireless Headset for Gaming Product Offered
  • 12.15.3 Cooler Master Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.15.4 Main Business Overview
  • 12.15.5 Cooler Master Latest Developments
  • 12.16 Big Ben
  • 12.16.1 Company Information
  • 12.16.2 Wireless Headset for Gaming Product Offered
  • 12.16.3 Big Ben Wireless Headset for Gaming Sales, Revenue, Price and Gross Margin (2018-2020)
  • 12.16.4 Main Business Overview
  • 12.16.5 Big Ben Latest Developments
  • 13 Research Findings and Conclusion

    According to this study, over the next five years the Wireless Headset for Gaming market will register a xx%% CAGR in terms of revenue, the global market size will reach $ xx million by 2025, from $ xx million in 2019. In particular, this report presents the global market share (sales and revenue) of key companies in Wireless Headset for Gaming business, shared in Chapter 3.
    This report presents a comprehensive overview, market shares, and growth opportunities of Wireless Headset for Gaming market by product type, application, key manufacturers and key regions and countries.

    This study specially analyses the impact of Covid-19 outbreak on the Wireless Headset for Gaming, covering the supply chain analysis, impact assessment to the Wireless Headset for Gaming market size growth rate in several scenarios, and the measures to be undertaken by Wireless Headset for Gaming companies in response to the COVID-19 epidemic.

    Segmentation by type: breakdown data from 2015 to 2020, in Section 2.3; and forecast to 2025 in section 11.7.

    Infrared

    M Wave

    Decimeter Wave

    Segmentation by application: breakdown data from 2015 to 2020, in Section 2.4; and forecast to 2024 in section 11.8.

    Personal Use

    Commercial Use

    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

    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.

    Sennheiser

    Creative Technology

    Sony

    Somic

    Razer

    Logitech

    Kotion Electronic

    SteelSeries

    Trust International

    Audio-Technica

    KYE System Corp (Genius)

    Thrustmaster

    Mad Catz

    PDP-Pelican

    Cooler Master

    Big Ben

    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 Wireless Headset for Gaming consumption (value & volume) by key regions/countries, type and application, history data from 2015 to 2019, and forecast to 2025.

    To understand the structure of Wireless Headset for Gaming market by identifying its various subsegments.

    Focuses on the key global Wireless Headset for Gaming 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 Wireless Headset for Gaming 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 Wireless Headset for Gaming 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.

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