Market Overview:
Console headsets are used to communicate with other players while playing video games. They provide an immersive gaming experience by allowing the player to hear the game audio and chat with other players. The global console headset market is expected to grow at a CAGR of 5.5% during the forecast period 2018-2030. The global console headset market is segmented on the basis of type, application and region. On the basis of type, the market is segmented into wireless console headsets and wired console headsets. Wired consoles headsets are further sub-segmented into 3.5mm wired headphones and USB wired headphones segments On the basis of application,the market is segmented into PS4, Nintendo Switch, Xbox One and others applications segments .On the basis of region,the market is divided into North America , Latin America , Europe Asia Pacificand Middle East & Africa . In 2017, North America held a major share in terms of revenue in global Console Headset Market followed by Europe .Asia Pacificis projected to be fastest growing region over next 10 years owing to increasing demand for gaming consoles from countries such as China Japanand South Korea .
Product Definition:
A console headset is a device that plugs into the controller of a video game console, and allows the user to communicate with other players in the game. Console headsets are important because they allow players to communicate with each other while playing games, which can make the gaming experience more fun and social.
Wireless Console Headset:
The global wireless console headset market size was valued at USD 1.1 billion in 2015 and is expected to grow at a CAGR of XX% from 2016 to 2024. The growing demand for enhanced communication experience in the cockpit is anticipated to drive the growth of this industry over the forecast period.
Growing adoption of advanced technologies such as HVDC.
Wired Console Headset:
Wired console headset is a device used by the flight crew to communicate with the air traffic controller in case of an emergency. It is also used by the pilot to receive vital information from ATC such as weather conditions, landing assistance, and other flight-related instructions. The device has been in use since World War II and was primarily designed for aircraft carriers where there is a need for continuous communication between the pilot and ship’s company on deck.
Application Insights:
The console headset is used in gaming consoles such as PlayStation 4, Nintendo Switch, Xbox One and others. The gaming consoles segment dominated the global console headset market in 2017. This can be attributed to the increasing popularity of online games and video games that require players to communicate with each other through voice chat or text chat while playing the game. Furthermore, a rise in demand for wireless headsets due to their ease of use is also expected to drive this segment over the forecast period.
The personal computer (PC) application segment accounted for a share of 15% in 2017 owing to an increase in demand from gamers who prefer using wired headsets while playing PC games at home or at LAN parties/gatherings where there is enough noise level so that wireless headsets cannot work properly.
Regional Analysis:
North America dominated the global console headset market in terms of revenue share in 2017. The region is expected to retain its dominance over the forecast period as well owing to high demand for technologically advanced products and growing popularity of video games. Europe accounted for a significant share of global console headset market due to rising adoption of gaming consoles, laptops, smartphones and tablets coupled with increasing number of online gamers. Asia Pacific is anticipated to be the fastest-growing regional market from 2018 to 2030 on account that many international companies are investing heavily in this region by launching new products and technologies such as virtual reality (VR) headsets along with supporting content such as games designed exclusively for VR platforms. For instance, Sony Corporation has launched PlayStation VR which supports head tracking technology thus making it easier for users feel like they are inside a game world rather than playing on a screen alone.
Growth Factors:
- Increasing demand for console gaming
- Rising popularity of multiplayer games
- Growing number of gamers
- Technological advancements
- Introduction of new and innovative products
Scope Of The Report
Report Attributes
Report Details
Report Title
Console Headset Market Research Report
By Type
Wireless Console Headset, Wired Console Headset
By Application
PS4, Nintendo Switch, Xbox One, Others
By Companies
Razer, Steelseries, Microsoft, Turtle Beach, Creative Technology Ltd., Corsair, Epos Sennheiser, Kingston Technology (HyperX), Logitech, Lioncast, Sades
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
211
Number of Tables & Figures
148
Customization Available
Yes, the report can be customized as per your need.
Global Console Headset Market Report Segments:
The global Console Headset market is segmented on the basis of:
Types
Wireless Console Headset, Wired Console Headset
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
PS4, Nintendo Switch, Xbox One, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Razer
- Steelseries
- Microsoft
- Turtle Beach
- Creative Technology Ltd.
- Corsair
- Epos Sennheiser
- Kingston Technology (HyperX)
- Logitech
- Lioncast
- Sades
Highlights of The Console Headset Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Wireless Console Headset
- Wired Console Headset
- By Application:
- PS4
- Nintendo Switch
- Xbox One
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Console Headset Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Console Headset is a type of gaming headset that plugs into a console's audio output. They are designed for use with video games, and provide better sound quality than traditional headphones. Console headsets often have more features than standard headphones, such as microphones that allow players to communicate with one another in-game or voice commands that control the game's menus.
Some of the major companies in the console headset market are Razer, Steelseries, Microsoft, Turtle Beach, Creative Technology Ltd., Corsair, Epos Sennheiser, Kingston Technology (HyperX), Logitech, Lioncast, Sades.
The console headset market is expected to register a CAGR of 5.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Console Headset Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Console Headset Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Console Headset Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Console Headset Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Console Headset Market Size & Forecast, 2018-2028 4.5.1 Console Headset Market Size and Y-o-Y Growth 4.5.2 Console Headset Market Absolute $ Opportunity
Chapter 5 Global Console Headset Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Console Headset Market Size Forecast by Type
5.2.1 Wireless Console Headset
5.2.2 Wired Console Headset
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Console Headset Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Console Headset Market Size Forecast by Applications
6.2.1 PS4
6.2.2 Nintendo Switch
6.2.3 Xbox One
6.2.4 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Console Headset Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Console Headset Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Console Headset Analysis and Forecast
9.1 Introduction
9.2 North America Console Headset Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Console Headset Market Size Forecast by Type
9.6.1 Wireless Console Headset
9.6.2 Wired Console Headset
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Console Headset Market Size Forecast by Applications
9.10.1 PS4
9.10.2 Nintendo Switch
9.10.3 Xbox One
9.10.4 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Console Headset Analysis and Forecast
10.1 Introduction
10.2 Europe Console Headset Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Console Headset Market Size Forecast by Type
10.6.1 Wireless Console Headset
10.6.2 Wired Console Headset
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Console Headset Market Size Forecast by Applications
10.10.1 PS4
10.10.2 Nintendo Switch
10.10.3 Xbox One
10.10.4 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Console Headset Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Console Headset Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Console Headset Market Size Forecast by Type
11.6.1 Wireless Console Headset
11.6.2 Wired Console Headset
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Console Headset Market Size Forecast by Applications
11.10.1 PS4
11.10.2 Nintendo Switch
11.10.3 Xbox One
11.10.4 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Console Headset Analysis and Forecast
12.1 Introduction
12.2 Latin America Console Headset Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Console Headset Market Size Forecast by Type
12.6.1 Wireless Console Headset
12.6.2 Wired Console Headset
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Console Headset Market Size Forecast by Applications
12.10.1 PS4
12.10.2 Nintendo Switch
12.10.3 Xbox One
12.10.4 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Console Headset Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Console Headset Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Console Headset Market Size Forecast by Type
13.6.1 Wireless Console Headset
13.6.2 Wired Console Headset
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Console Headset Market Size Forecast by Applications
13.10.1 PS4
13.10.2 Nintendo Switch
13.10.3 Xbox One
13.10.4 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Console Headset Market: Competitive Dashboard
14.2 Global Console Headset Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Razer
14.3.2 Steelseries
14.3.3 Microsoft
14.3.4 Turtle Beach
14.3.5 Creative Technology Ltd.
14.3.6 Corsair
14.3.7 Epos Sennheiser
14.3.8 Kingston Technology (HyperX)
14.3.9 Logitech
14.3.10 Lioncast
14.3.11 Sades