Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Game Headphone Market by Type (Wired, Wireless), By Application (Game events, Amateur players) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Game Headphone Market by Type (Wired, Wireless), By Application (Game events, Amateur players) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 192509 3300 Electronics & Semiconductor 377 231 Pages 4.8 (37)
                                          

Market Overview:


The global game headphone market is expected to grow at a CAGR of 5.5% during the forecast period from 2018 to 2030. The growth in the market can be attributed to the increasing demand for headphones from amateur players and game events. Additionally, the growing popularity of eSports is also contributing to the growth of this market. North America dominates the global game headphone market, followed by Europe and Asia Pacific.


Global Game Headphone Industry Outlook


Product Definition:


A game headphone is a type of headphones that are specifically designed for gaming. They offer features like surround sound, noise cancellation and virtual surround sound that can enhance the gaming experience. They can also help to protect your ears from long term damage caused by loud noises.


Wired:


Wired has been witnessing significant growth in the global game headphone market over the past few years. The growing trend of online gaming and high-quality audio experience is expected to drive wired headset demand over the forecast period.


Growing penetration of internet and broadband connections, especially in developing countries such as India, China, Vietnam, Indonesia, Philippines among others is also expected to favor industry growth.


Wireless:


Wireless is a term used to define the technology that allows the transmission of information without connecting wires between devices. The wireless communication takes place through radio frequency (RF) waves or infrared rays. Wireless technology has been evolving with time owing to constant research and development in this field. In addition, factors such as growing demand for mobility and increasing adoption rate of consumer electronics products are expected to drive the market over the forecast period.


The global wireless.


Application Insights:


The game events application segment dominated the global market in 2017. This can be attributed to the rising number of gaming festivals and events such as E3, Gamescom, Blizzcon etc. that are held annually. Furthermore, increasing popularity of online games is also driving the demand for headphones at these occasions. The amateur players application segment is expected to witness significant growth over the forecast period owing to a rise in participation levels across various age groups including school students and young adults/adults from developed countries like U.S., Canada, Germany etc.


Regional Analysis:


North America dominated the global market in 2017. The region is expected to maintain its position throughout the forecast period owing to increasing demand for high-quality headphones from U.S.-based gamers and audiophiles alike. Europe accounted for a significant share of the global revenue in 2017, as it is home to some of the most popular game developers and publishers such as Ubisoft, Electronic Arts, Activision Blizzard, WB Games (Warner Bros.), Konami Corporation., Square Enix Co., Ltd., Sega Sammy Holdings Inc., Sony Computer Entertainment Inc. among many others.


Asia Pacific regional market captured a significant share in 2018 due to rising popularity of online games across countries such as China.


Growth Factors:


  • Increasing demand for high-quality audio experience in gaming
  • Proliferation of next-generation gaming consoles
  • Rising popularity of multiplayer and online games
  • Growing number of PC gamers
  • Technological advancements in gaming headphones

Scope Of The Report

Report Attributes

Report Details

Report Title

Game Headphone Market Research Report

By Type

Wired, Wireless

By Application

Game events, Amateur players

By Companies

HyperX, Sennheiser, ASTRO, SteelSeries, Creative Sound, Logitech, Sentey, Razer, Philips, Beyerdynamic, Audio Technica

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

231

Number of Tables & Figures

162

Customization Available

Yes, the report can be customized as per your need.


Global Game Headphone Market Report Segments:

The global Game Headphone market is segmented on the basis of:

Types

Wired, Wireless

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

Game events, Amateur players

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:

  1. HyperX
  2. Sennheiser
  3. ASTRO
  4. SteelSeries
  5. Creative Sound
  6. Logitech
  7. Sentey
  8. Razer
  9. Philips
  10. Beyerdynamic
  11. Audio Technica

Global Game Headphone Market Overview


Highlights of The Game Headphone Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Wired
    2. Wireless
  1. By Application:

    1. Game events
    2. Amateur players
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Game Headphone 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

Global Game Headphone Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Game Headphone is a gaming headset that was designed to provide an immersive audio experience for gamers. It features a noise-cancelling microphone and 50mm drivers for high quality sound, as well as adjustable ear cups and headband to ensure a comfortable fit. The Game Headphone also comes with an inline controller that allows users to control their music and gaming sounds without having to take off the headset.

Some of the major companies in the game headphone market are HyperX, Sennheiser, ASTRO, SteelSeries, Creative Sound, Logitech, Sentey, Razer, Philips, Beyerdynamic, Audio Technica.

The game headphone market is expected to grow at a compound annual growth rate of 5.5%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. Game Headphone Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. Game Headphone Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Game Headphone Market - Supply Chain
   4.5. Global Game Headphone Market Forecast
      4.5.1. Game Headphone Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Game Headphone Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Game Headphone Market Absolute $ Opportunity

5. Global Game Headphone Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. Game Headphone Market Size and Volume Forecast by Type
      5.3.1. Wired
      5.3.2. Wireless
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Game Headphone Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. Game Headphone Market Size and Volume Forecast by Application
      6.3.1. Game events
      6.3.2. Amateur players
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Game Headphone Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. Game Headphone Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global Game Headphone Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. Game Headphone Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global Game Headphone Demand Share Forecast, 2019-2026

9. North America Game Headphone Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America Game Headphone Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America Game Headphone Market Size and Volume Forecast by Application
      9.4.1. Game events
      9.4.2. Amateur players
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Game Headphone Market Size and Volume Forecast by Type
      9.7.1. Wired
      9.7.2. Wireless
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America Game Headphone Demand Share Forecast, 2019-2026

10. Latin America Game Headphone Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America Game Headphone Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America Game Headphone Market Size and Volume Forecast by Application
      10.4.1. Game events
      10.4.2. Amateur players
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Game Headphone Market Size and Volume Forecast by Type
      10.7.1. Wired
      10.7.2. Wireless
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America Game Headphone Demand Share Forecast, 2019-2026

11. Europe Game Headphone Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe Game Headphone Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe Game Headphone Market Size and Volume Forecast by Application
      11.4.1. Game events
      11.4.2. Amateur players
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Game Headphone Market Size and Volume Forecast by Type
      11.7.1. Wired
      11.7.2. Wireless
   11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe Game Headphone Demand Share, 2019-2026

12. Asia Pacific Game Headphone Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific Game Headphone Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific Game Headphone Market Size and Volume Forecast by Application
      12.4.1. Game events
      12.4.2. Amateur players
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Game Headphone Market Size and Volume Forecast by Type
      12.7.1. Wired
      12.7.2. Wireless
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific Game Headphone Demand Share, 2019-2026

13. Middle East & Africa Game Headphone Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa Game Headphone Market Size and Volume 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. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa Game Headphone Market Size and Volume Forecast by Application
      13.4.1. Game events
      13.4.2. Amateur players
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Game Headphone Market Size and Volume Forecast by Type
      13.7.1. Wired
      13.7.2. Wireless
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa Game Headphone Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Game Headphone Market: Market Share Analysis
   14.2. Game Headphone Distributors and Customers
   14.3. Game Headphone Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. HyperX
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Sennheiser
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. ASTRO
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. SteelSeries
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Creative Sound
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Logitech
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Sentey
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. Razer
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Philips
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. Beyerdynamic
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. Audio Technica
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. COMPANY 12
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. COMPANY 13
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. COMPANY 14
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. COMPANY 15
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. COMPANY 16
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. COMPANY 17
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. COMPANY 18
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. COMPANY 19
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. COMPANY 20
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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