Report Details

Global Gaming Headset Market Analysis 2013-2018 and Forecast 2019-2024

Global Gaming Headset Market Analysis 2013-2018 and Forecast 2019-2024

Report Format PDF & Excel
Pages 99
Publish Date Apr, 2019

Snapshot

The global Gaming Headset market will reach xxx Million USD in 2019 and CAGR xx% 2019-2024. The report begins from overview of Industry Chain structure, and describes industry environment, then analyses market size and forecast of Gaming Headset by product, region and application, in addition, this report introduces market competition situation among the vendors and company profile, besides, market price analysis and value chain features are covered in this report.

Product Type Coverage (Market Size & Forecast, Major Company of Product Type etc.):

Wired Headsets

Wireless Headsets

Company Coverage (Sales Revenue, Price, Gross Margin, Main Products etc.):

Sennheiser

SteelSeries

Turtle Beach

Cooler Master

Creative Technology

Mad Catz

Hyperx (Kingston)

Corsair

Gioteck

Logitech

Razer

Roccat

Sades

Sentey

Skullcandy

Kotion Electronic

SADES

Somic

ASTRO Gaming

Audio-Technica

Application Coverage (Market Size & Forecast, Different Demand Market by Region, Main Consumer Profile etc.):

Personal Use

Commercial Use

Region Coverage (Regional Production, Demand & Forecast by Countries etc.):

North America (U.S., Canada, Mexico)

Europe (Germany, U.K., France, Italy, Russia, Spain etc.)

Asia-Pacific (China, India, Japan, Southeast Asia etc.)

South America (Brazil, Argentina etc.)

Middle East & Africa (Saudi Arabia, South Africa etc.)

1 Industry Overview

1.1 Gaming Headset Industry

1.1.1 Overview

1.1.2 Development of Gaming Headset

1.2 Market Segment

1.2.1 Upstream

1.2.2 Downstream

1.3 Cost Analysis

2 Industry Environment (PEST Analysis)

2.1 Policy

2.2 Economics

2.3 Sociology

2.4 Technology

3 Gaming Headset Market by Type

3.1 By Type

3.1.1 Wired Headsets

3.1.2 Wireless Headsets

3.2 Market Size

3.3 Market Forecast

4 Major Companies List

4.Gaming Headset Sennheiser (Company Profile, Sales Data etc.)

4.2 SteelSeries (Company Profile, Sales Data etc.)

4.3 Turtle Beach (Company Profile, Sales Data etc.)

4.4 Cooler Master (Company Profile, Sales Data etc.)

4.5 Creative Technology (Company Profile, Sales Data etc.)

4.6 Mad Catz (Company Profile, Sales Data etc.)

4.7 Hyperx (Kingston) (Company Profile, Sales Data etc.)

4.8 Corsair (Company Profile, Sales Data etc.)

4.9 Gioteck (Company Profile, Sales Data etc.)

4.10 Logitech (Company Profile, Sales Data etc.)

4.11 Razer (Company Profile, Sales Data etc.)

4.12 Roccat (Company Profile, Sales Data etc.)

4.13 Sades (Company Profile, Sales Data etc.)

4.14 Sentey (Company Profile, Sales Data etc.)

4.15 Skullcandy (Company Profile, Sales Data etc.)

4.16 Kotion Electronic (Company Profile, Sales Data etc.)

4.17 SADES (Company Profile, Sales Data etc.)

4.18 Somic (Company Profile, Sales Data etc.)

4.19 ASTRO Gaming (Company Profile, Sales Data etc.)

4.20 Audio-Technica (Company Profile, Sales Data etc.)

5 Market Competition

5.1 Company Competition

5.2 Regional Market by Company

6 Demand by End Market

6.1 Demand Situation

6.1.1 Demand in Personal Use

6.1.2 Demand in Commercial Use

6.2 Regional Demand Comparison

6.3 Demand Forecast

7 Region Operation

7.1 Regional Production

7.2 Regional Market

7.3 by Region

7.3.1 North America

7.3.1.1 Overview

7.3.1.2 by Country (U.S., Canada, Mexico)

7.3.2 Europe

7.3.2.1 Overview

7.3.2.2 by Country (Germany, U.K., France, Italy, Russia, Spain etc.)

7.3.3 Asia-Pacific

7.3.3.1 Overview

7.3.3.2 by Country (China, India, Japan, Southeast Asia etc.)

7.3.4 South America

7.3.4.1 Overview

7.3.4.2 by Country (Brazil, Argentina etc.)

7.3.5 Middle East & Africa

7.3.5.1 Overview

7.3.5.2 by Country (Saudi Arabia, South Africa etc.)

7.4 Regional Import & Export

7.5 Regional Forecast

8 Marketing & Price

8.1 Price and Margin

8.1.1 Price Trends

8.1.2 Factors of Price Change

8.1.3 Manufacturers Gross Margin Analysis

8.2 Marketing Channel

9 Research ConclusionTable Upstream Segment of Gaming Headset

Table Application Segment of Gaming Headset

Table Global Gaming Headset Market 2013-2024, by Application, in USD Million

Table Major Company List of Wired Headsets

Table Major Company List of Wireless Headsets

Table Global Gaming Headset Market 2013-2018, by Type, in USD Million

Table Global Gaming Headset Market 2013-2018, by Type, in Volume

Table Global Gaming Headset Market Forecast 2019-2024, by Type, in USD Million

Table Global Gaming Headset Market Forecast 2019-2024, by Type, in Volume

Table Sennheiser Overview List

Table Gaming Headset Business Operation of Sennheiser (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table SteelSeries Overview List

Table Gaming Headset Business Operation of SteelSeries (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Turtle Beach Overview List

Table Gaming Headset Business Operation of Turtle Beach (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Cooler Master Overview List

Table Gaming Headset Business Operation of Cooler Master (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Creative Technology Overview List

Table Gaming Headset Business Operation of Creative Technology (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Mad Catz Overview List

Table Gaming Headset Business Operation of Mad Catz (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Hyperx (Kingston) Overview List

Table Gaming Headset Business Operation of Hyperx (Kingston) (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Corsair Overview List

Table Gaming Headset Business Operation of Corsair (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Gioteck Overview List

Table Gaming Headset Business Operation of Gioteck (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Logitech Overview List

Table Gaming Headset Business Operation of Logitech (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Razer Overview List

Table Gaming Headset Business Operation of Razer (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Roccat Overview List

Table Gaming Headset Business Operation of Roccat (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Sades Overview List

Table Gaming Headset Business Operation of Sades (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Sentey Overview List

Table Gaming Headset Business Operation of Sentey (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Skullcandy Overview List

Table Gaming Headset Business Operation of Skullcandy (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Kotion Electronic Overview List

Table Gaming Headset Business Operation of Kotion Electronic (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table SADES Overview List

Table Gaming Headset Business Operation of SADES (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Somic Overview List

Table Gaming Headset Business Operation of Somic (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table ASTRO Gaming Overview List

Table Gaming Headset Business Operation of ASTRO Gaming (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Audio-Technica Overview List

Table Gaming Headset Business Operation of Audio-Technica (Sales Revenue, Sales Volume, Price, Cost, Gross Margin)

Table Global Gaming Headset Sales Revenue 2013-2018, by Company, in USD Million

Table Global Gaming Headset Sales Revenue Share, by Company, in USD Million

Table Global Gaming Headset Sales Volume 2013-2018, by Company, in Volume

Table Global Gaming Headset Sales Volume Share 2013-2018, by Company, in Volume

Table Major Consumers List and Overview

Table Regional Demand Comparison List

Table Major Application in Different Regions

Table Gaming Headset Demand Forecast 2019-2024, by Application, in USD Million

Table Gaming Headset Demand Forecast 2019-2024, by Application, in Volume

Table Gaming Headset Production 2013-2018, by Region, in USD Million

Table Gaming Headset Production 2013-2018, by Region, in Volume

Table Global Gaming Headset Market 2013-2018, by Region, in USD Million

Table Global Gaming Headset Market Share 2013-2018, by Region, in USD Million

Table Global Gaming Headset Market 2013-2018, by Region, in Volume

Table Global Gaming Headset Market Share 2013-2018, by Region, in Volume

Table North America Gaming Headset Market Size 2013-2018, by Country, in USD Million

Table North America Gaming Headset Market Size 2013-2018, by Country, in Volume

Table Europe Gaming Headset Market Size 2013-2018, by Country, in USD Million

Table Europe Gaming Headset Market Size 2013-2018, by Country, in Volume

Table Asia-Pacific Gaming Headset Market Size 2013-2018, by Country, in USD Million

Table Asia-Pacific Gaming Headset Market Size 2013-2018, by Country, in Volume

Table South America Gaming Headset Market Size 2013-2018, by Country, in USD Million

Table South America Gaming Headset Market Size 2013-2018, by Country, in Volume

Table Middle East & Africa Gaming Headset Market Size 2013-2018, by Country, in USD Million

Table Middle East & Africa Gaming Headset Market Size 2013-2018, by Country, in Volume

Table Gaming Headset Market Forecast 2019-2024, by Region, in USD Million

Table Gaming Headset Market Forecast 2019-2024, by Region, in Volume

Table Price Factors List

Figure Global Gaming Headset Market Growth 2013-2018, by Type, in USD Million

Figure Global Gaming Headset Market Growth 2013-2018, by Type, in Volume

Figure North America Gaming Headset Market Concentration, in 2018

Figure Europe Gaming Headset Market Market Concentration, in 2018

Figure Asia-Pacific Gaming Headset MMarket Concentration, in 2018

Figure South America Gaming Headset Market Concentration, in 2018

Figure Middle East & Africa Gaming Headset Market Concentration, in 2018

Figure Gaming Headset Demand in Personal Use, 2013-2018, in USD Million

Figure Gaming Headset Demand in Personal Use, 2013-2018, in Volume

Figure Gaming Headset Demand in Commercial Use, 2013-2018, in USD Million

Figure Gaming Headset Demand in Commercial Use, 2013-2018, in Volume

Figure North America Gaming Headset Market Size and Growth 2013-2018, in USD Million

Figure North America Gaming Headset Market Size and Growth 2013-2018, in Volume

Figure Europe Gaming Headset Market Size and Growth 2013-2018, in USD Million

Figure Europe Gaming Headset Market Size and Growth 2013-2018, in Volume

Figure Asia-Pacific Gaming Headset Market Size and Growth 2013-2018, in USD Million

Figure Asia-Pacific Gaming Headset Market Size and Growth 2013-2018, in Volume

Figure South America Gaming Headset Market Size and Growth 2013-2018, in USD Million

Figure South America Gaming Headset Market Size and Growth 2013-2018, in Volume

Figure Middle East & Africa Gaming Headset Market Size and Growth 2013-2018, in USD Million

Figure Middle East & Africa Gaming Headset Market Size and Growth 2013-2018, in Volume

Figure Marketing Channels Overview

Research Methodology
The research study released with title "Global Gaming Headset Market Analysis 2013-2018 and Forecast 2019-2024" involved the extensive usage of both primary and secondary data sources. The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. The following illustrative figure shows the market research methodology applied in this report.

Key Executives Interviewed

Global Gaming Headset Market

Research Programs/Design
Historical Data (2017-2022E)
  • Industry Trends
  • Competition Analysis & Landscape
  • By Company
  • Product Launches
  • Joint Venture & Partnerships
  • Merger & Acquisitions
  • Market Segment
  • by Type
  • by Application / End Users
  • By Regions/ Geography
  • Value in Dollar Term
  • Segment Revenue for Major & Emerging Players
  • Market Share
  • % Growth Rate
  • Current Scenario Analysis
  • Sales Volume by Key Players
  • % Market Share & Position
  • % Growth Rate
Market Factor Analysis
  • Market Environment
  • Government Policy & Regulatory Factors
  • Technological Changes
  • Market Risks & Challenges
  • Market Drivers
  • Market Maturity Indicators
  • Impact of Cost Variance
  • Growth Determinants
Market Forecast (2023F-2028F)
  • Overall Size (Value & Volume*)
  • by Type
  • by Application
  • By Region / Country
  • Key Data (Value & Volume*)
  • %Market Share
  • %Growth Rate
  • CAGR (2023-2028)

Market Size Estimation

Top-down and bottom-up approaches are used to validate and estimate the global/regional market size by manufacturers, regional splits, product segments and application.

To establish Research coverage of the study with most relevant & functional players HTF MI follows industry standards such as NAICS/SIC/ICB/TRCB, furthermore the sorted list of companies is validated using Product Mapping and business activities and shortlisted by industry perspective.

HTF MI select experienced analyst and associate that are specialized in the domain for conducting research. They prepare a list of companies by region that helps to understand players penetration rate in the market. This companies are further analyses in what segment or application they serve in our market. The list of product and applications are evaluated for each companies dealing in the Global Gaming Headset Market. The market study is conducted on basis of more than 200 companies dealing in the market regional as well as global areas with purpose to understand company’s positioning regarding market value, volume and their market share for regional as well as global. Further to bring relevance specific to any niche market we set and apply number of criteria like Geographic Footprints, Regional Segments of Revenue, Operational Centres, etc. The next step is to finalize a team (In-House + Data Online) who then starts collecting C & D level executives and profiles, Industry experts, Opinion leaders etc from Global Gaming Headset Market who then work towards appointment generation.

Primary Data Collection

The primary research is performed by taking the interviews of executives of various companies dealing in the Global Gaming Headset Market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and relevant list of appointee or target primary respondents; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & In Mail, Community Forums, Open Survey, SurveyMonkey etc.

Secondary Sources

The secondary resources considered in the Global Gaming Headset Market study includes company annual reports, press releases, published articles of organizations and associations, and the survey taken through different mediums such as online website and forums, survey monkey, LinkedIn, etc. In addition, the valuable strategic information obtained from industry association, paid database, and investor presentations are also good tool for information to make appropriate iterative validation are used to modify market models and cross-verify primary research and insights.

Market Breakdown and Data Triangulation

To make market engineering data complete; extensive primary research is conducted to gather information and validate the critical numbers derived to be used for calculations of market statistics; market size estimations; forecasting; breakdown; and data triangulation. Both top-down and bottom-up approaches were applied, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub-segments listed in this report. Furthermore qualitative and further quantitative analysis is also done for all the numbers arrived at in the market estimation process to list relevant information in the final deliverable report "Global Gaming Headset Market Analysis 2013-2018 and Forecast 2019-2024" .

Market Size
  • Segmental value
  • Geographic Penetration
  • Product Adoption Rate for Different market
  • Research Journals
  • Company Websites
  • White Papers
  • Annual Reports and SEC Filings
  • Company Websites and Press Releases
  • Public and Paid Databases
  • HTF MI Data Repository
Market Position of Top Company
  • Product Financials
  • Geographic value Mix
  • Total Company value
  • Business/Segment value
Qualitative Analysis
  • Influencing Trends
  • Market Potential
  • Market Risks and Opportunities
  • Growth Drivers and Constraints
  • Geographical Footprints
  • Government Policies
  • Company Websites and Press Releases
  • Survey Reports and Paid Databases
  • Annual Reports
  • Industry Associations
  • HTF MI Database

Key Information from Primary Sources

Primary Sources Parameters Key Data
Market Segments
  • Market Forecast (Value & Volume*) by Application, Type & Region / Country
  • History and Forecast
  • Market Size (Value & Volume) by Application
  • Market Size by Regions, Status & Forecast
  • Market Share & Growth Rate by Type & Application
  • Value by Key Business Segments
  • % Growth Rate by Segments
  • Growth Rate and Market Share by Regions
  • Market Size Status & Forecast
Total Market
  • Overall Size, Status & Forecast
  • Market Size Status & Forecast
Format Properties
1-User Access The report is sent in PDF format. The report will be emailed to you. This is a single user access license, allowing one specific user to access the report.
Site User The study would be provided in PDF format. The report will be emailed to you. This is a site license, allowing 1-10 employees within your organisation to access the report.
Enterprise User The format of deliverable would be PDF and Excel. This is an enterprise or corporate license, allowing all employees within your organisation irrespective of geographic location to access the report.

Frequently Asked Questions (FAQ):

Analysts at HTF used various industry standards such as NAICS, ICB, TRIC etc to get functional players in the industry and further shortlist and validate them following iterative process to finalize most relevant players.
The significant end users in the Gaming Headset market are Personal Use, Commercial Use
Gaming Headset market share surpassed USD xx million in 2020 and will expand at a CAGR of yy% between 2021 and 2027.
The Gaming Headset study focuses on changing market dynamics, geopolitical and regulatory policies, key players strategies to better analyses demand at risk across various business segments.
The Gaming Headset market to reach decent valuation by 2027; it is expected that market is changing gears from growth to value now.