Gaming Headset Market: Global Market Synopsis, Growth Factors, Industry Segmentation, Regional Analysis And Competitive Analysis 2017 - 2025 - Garner Insights
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Gaming Headset Market: Global Market Synopsis, Growth Factors, Industry Segmentation, Regional Analysis And Competitive Analysis 2017 - 2025

ID: 159866 April, 2018 Region : Global Pages Reports Monitor

Gaming headset Market 


Market Synopsis:


A head-worn unit which contains a microphone and one or two speakers is termed as headset. These headsets helps people to easily communicate with each other while using an internet. The gaming headsets are quite different from the normal headsets. These are mostly designed for gaming and are also used by the video users. Some gaming headphones have capacity of pulling double duty, channeling music as well as gaming sound effects. These kinds of headsets are equipped with many different features such as microphones for communicating with online gamers. The best gaming headset are the Kingston's HyperX Cloud Revolver and SteelSeries Siberia 350.


Introduction of advanced technique in gaming is one of the primary drivers for the growth of the market. Due to the introduction of sophisticated and more user friendly techniques, there is significant rise in the demand for advanced games especially by adult gamers who are interested in advanced and interactive games. The gaming industry has also developed in terms of gameplay, innovation, social interaction, and retention features. Such developments will give rise to the target audience base for premium games, thus will help in propelling the demand for gaming headset in coming years.


Market segmentation:


On the basis of segmentation, the global headset gaming market is bifurcated into type, application, and region. According to type the market is divided into wired headset and wireless headset. Wireless headset is more convenient then the wired headset. Based on the application segment, market is categorized into amateur and professional. The gaming headsets are used by amateur users and as well as the professional workers.


Increasing demand and craze among the youths towards these interactive games are the major reason for the increasing market for the amateur segment. 


Regional analysis:


Geographically the market is bifurcated into different regions such as North America, Europe, APAC, and LAMEA. The demand for the market is increasing in North America owing to the fast growth in e-sports league. Additionally, rapidly growing gaming market in South America is expected to propel the market growth.


Continuous advancements in technology and increasing use of technique such as virtual reality in gaming are the major reasons propelling the market growth in developed region such as North America.


Key Players:

Based on the competitive analysis of market, the major players contributing in growth of market includes, ASTRO, Audio Technica, Cooler master, HyperX, Logitech, Mad Catz, Philips, Razer, Sennheiser, and Turtle Beach. For instance, in April 2018, Astro and Nintendo has partnered to make special switch headset.


Gaming Headset Market Segmentation:-

By Type: 

•Wired headset

•Wireless Headset

By Application:

•Amateur

•Professional

Regions Covered:

•North America 

•Europe

•Asia-Pacific 

•LAMEA 

Research Scope


 

The study for Global Gaming Headset Market will provide market size, estimates and forecast based on the following years: 

 

Historic data: 2015 Base Year Estimate: 2016 Forecast: 2017 to 2025


The report has been categorized in two distinctive sections, where the first category titled as Market Overview provides a holistic view of the market, key trends, drivers, challenges/restraints or opportunities with their current and expected impact on the overall industry sales. 

Our analyst implement several qualitative tools such as Ansoff’s Matrix, PESTEL analysis, Porter’s five force analysis among other to interpret and represent key industry findings. 

The second section of the study provides market size, estimates and forecast for key market segments and regional market. The final part of the report highlights key manufacturers/vendors operating in the associated market.  

1.Introduction

1.1.Market Definition

1.2.Market Scope

2.Research Methodology

2.1. Primary Research

2.2. Secondary Sources

2.3. Assumptions & Exclusions

3.Market Overview

3.1.Research Report Segmentation & Scope

3.2.Key Market Trend Analysis

3.2.1.Market Drivers

3.2.2.Market Restraint/Challenges

3.2.3.Market Opportunities

3.3.Porter’s Five Forces Analysis

3.4.Potential Venture Avenues

3.5.Market Share Analysis, 2016 

4.Type Overview

4.1.Introduction

4.2.Market Size & Forecast, 2015 to 2025

4.2.1.Wired Headset

4.2.2.Wireless Headset

(Note: The segments mentioned above are tentative in nature and are subject to change as the research progresses)

5.Application Overview

5.1.Introduction

5.2.Market Size & Forecast, 2015 to 2025

5.2.1.Amateur

5.2.2.Professional

(Note: The segments mentioned above are tentative in nature and are subject to change as the research progresses)

6.Regional Overview

6.1.Introduction

6.2.Market Size & Forecast, 2015 to 2025

6.2.1.North America

6.2.1.1.U.S.

6.2.1.2.Canada

6.2.1.3.Mexico 

6.2.2.Europe

6.2.2.1.UK

6.2.2.2.Germany

6.2.2.3.France

6.2.2.4.Italy 

6.2.2.5.Spain

6.2.2.6.Rest of Europe

6.2.3.Asia-Pacific

6.2.3.1.China

6.2.3.2.India

6.2.3.3.Japan

6.2.3.4.South Korea

6.2.3.5.Rest of Asia-Pacific

6.2.4.LAMEA

6.2.4.1.Brazil

6.2.4.2.UAE

6.2.4.3.South Africa

6.2.4.4.Rest of LAMEA

(Note: The segments mentioned above are tentative in nature and are subject to change as the research progresses)


7.Manufacturer/ Vendor Profile

7.1.The following attributes will be considered while profiling key manufacturers in this industry: 

7.1.1.Company Overview

7.1.2.Financial Synopsis

7.1.3.Recent Developments

7.1.4.R&D Investments (if any)

7.1.5.Strategy Overview (Analyst Perspective)

7.1.6.Product Portfolio

7.2.Companies Profiled

7.2.1.ASTRO

7.2.2.Audio Technica

7.2.3.Cooler master

7.2.4.HyperX

7.2.5.Logitech

7.2.6.Mad Catz

7.2.7.Philips

7.2.8.Razer

7.2.9.Sennheiser

7.2.10.Turtle Beach

(Note: The companies mentioned above are tentative in nature, and profiles of other market players not listed here can be included on request.)

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