Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Gaming Headset Market by Type (Supra-Aural, Circumaural, Canalphones, Backphones, Others), By Application (Wired USB/Analog 3.5mm, Wireless USB Transmitter, Near Field Communication (NFC), Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Gaming Headset Market by Type (Supra-Aural, Circumaural, Canalphones, Backphones, Others), By Application (Wired USB/Analog 3.5mm, Wireless USB Transmitter, Near Field Communication (NFC), Others) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 192523 3300 Consumer Goods 377 244 Pages 4.6 (47)
                                          

Market Overview:


The global gaming headset 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 factors such as the increasing demand for gaming headsets from gamers across the globe, rising popularity of eSports, and growing adoption of virtual reality (VR) technology. In terms of type, supra-aural headsets are expected to lead the global gaming headset market during the forecast period. This can be attributed to their low price point and lightweight design that makes them comfortable for extended use.


Global Gaming Headset Industry Outlook


Product Definition:


A gaming headset is a type of audio headset that is designed for video gaming and online chatting. It usually has features such as a microphone, volume control and an extra long cable. Gaming headsets are often used by gamers to improve their in-game communication with other players.


Supra-Aural:


The global Supra-Aural (SAR) headset market size was valued at USD 1.1 billion in 2018 and is expected to grow at a compound annual growth rate (CAGR) of 8.5% from 2019 to 2025. Increasing adoption of virtual reality headsets among gamers is anticipated to drive the market over the forecast period.


Circumaural:


Circumaural is a technical term used to define around the ear headphones or earphones. It means surrounding the outer part of the ear, i.e.,the shell, which encloses all external parts of an animal's body except its head and tail. The main function of circumaural headphone is to provide comfort by reducing external sound pressure levels so that user can enjoy clear audio output without any distortion even in noisy surroundings.


Application Insights:


Based on application, the global gaming headset market is segmented into wired USB/Analog 3.5mm, wireless USB transmitters, near field communication (NFC), and others. The wired USB/Analog 3.5mm headsets held the largest share in 2017 owing to their widespread adoption among players for both casual and competitive gaming purposes. Moreover, these devices provide a premium audio experience to its users which is likely to propel demand over the forecast period.


The wireless USB transmitters segment is projected to witness significant growth over the forecast period owing to their increasing use in mobile phones.


Regional Analysis:


North America dominated the global gaming headset market in terms of revenue share in 2017. The region is expected to maintain its dominance over the forecast period as well owing to high disposable income and growing adoption of technology among users. Moreover, presence of key players such as Razer Inc.; Logitech International; and Astro Gaming LLC is also contributing towards growth in this region.


Asia Pacific regional market for gaming headsets is anticipated to witness significant growth over the forecast period owing to increasing demand from developing countries such as China and India. Growing popularity of online games along with rising spending on entertainment activities by consumers are some other factors driving growth in this region. Furthermore, increasing number of e-sports tournaments being held across Asia Pacific countries will drive demand further  in near future (see Figure 1). For instance, The International E-Sports Federation (TIeSF) has scheduled various events across China between 2018 and 2019 which will boost sales for these headsets significantly (see Figure 2).


Growth Factors:


  • Increasing demand for gaming headsets from the professional gaming community as well as general consumers.
  • Growing popularity of eSports and increase in number of tournaments, which is driving demand for gaming headsets.
  • Proliferation of new platforms such as virtual reality (VR) and augmented reality (AR), which are creating opportunities for growth in the gaming headset market.
  • Introduction of innovative features by vendors such as surround sound, wireless connectivity, and RGB lighting that are attracting consumers to upgrade to newer models.
  • Rising disposable income among gamers that is enabling them to spend more on high-end gaming headsets

Scope Of The Report

Report Attributes

Report Details

Report Title

Gaming Headset Market Research Report

By Type

Supra-Aural, Circumaural, Canalphones, Backphones, Others

By Application

Wired USB/Analog 3.5mm, Wireless USB Transmitter, Near Field Communication (NFC), Others

By Companies

Turtle Beach, Sony, Sennheiser, PDP-Pelican, Skullcandy, Microsoft (XBOX), Plantronics, Logitech, Somic, SteelSeries, Audio-Technica, Creative Technology, Cooler Master, Big Ben, Corsair, Mad Catz-TRITTON , Gioteck, Accessories 4 Technology, Trust International, Kotion Electronic, Hama GmbH, Thrustmaster, Razer, Genius

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

244

Number of Tables & Figures

171

Customization Available

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


Global Gaming Headset Market Report Segments:

The global Gaming Headset market is segmented on the basis of:

Types

Supra-Aural, Circumaural, Canalphones, Backphones, Others

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

Wired USB/Analog 3.5mm, Wireless USB Transmitter, Near Field Communication (NFC), 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:

  1. Turtle Beach
  2. Sony
  3. Sennheiser
  4. PDP-Pelican
  5. Skullcandy
  6. Microsoft (XBOX)
  7. Plantronics
  8. Logitech
  9. Somic
  10. SteelSeries
  11. Audio-Technica
  12. Creative Technology
  13. Cooler Master
  14. Big Ben
  15. Corsair
  16. Mad Catz-TRITTON
  17. Gioteck
  18. Accessories 4 Technology
  19. Trust International
  20. Kotion Electronic
  21. Hama GmbH
  22. Thrustmaster
  23. Razer
  24. Genius

Global Gaming Headset Market Overview


Highlights of The Gaming Headset 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. Supra-Aural
    2. Circumaural
    3. Canalphones
    4. Backphones
    5. Others
  1. By Application:

    1. Wired USB/Analog 3.5mm
    2. Wireless USB Transmitter
    3. Near Field Communication (NFC)
    4. Others
  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 Gaming 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

Global Gaming Headset 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?


A gaming headset is a type of audio device that is designed to improve the sound quality and immersion of video games. They are often connected to a gaming console or PC, and can provide an enhanced experience for players who want to immerse themselves in their game worlds. Gaming headsets typically come with ear cups that fit over the ears, as well as a microphone that allows players to communicate with one another during gameplay. Some models also include additional features such as noise-cancelling technology or surround sound capabilities.

Some of the major players in the gaming headset market are Turtle Beach, Sony, Sennheiser, PDP-Pelican, Skullcandy, Microsoft (XBOX), Plantronics, Logitech, Somic, SteelSeries, Audio-Technica, Creative Technology, Cooler Master, Big Ben, Corsair, Mad Catz-TRITTON , Gioteck, Accessories 4 Technology, Trust International, Kotion Electronic, Hama GmbH, Thrustmaster, Razer, Genius.

The gaming headset 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. Gaming Headset 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. Gaming Headset Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. Gaming Headset Market - Supply Chain
   4.5. Global Gaming Headset Market Forecast
      4.5.1. Gaming Headset Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. Gaming Headset Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. Gaming Headset Market Absolute $ Opportunity

5. Global Gaming Headset 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. Gaming Headset Market Size and Volume Forecast by Type
      5.3.1. Supra-Aural
      5.3.2. Circumaural
      5.3.3. Canalphones
      5.3.4. Backphones
      5.3.5. Others
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global Gaming Headset 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. Gaming Headset Market Size and Volume Forecast by Application
      6.3.1. Wired USB/Analog 3.5mm
      6.3.2. Wireless USB Transmitter
      6.3.3. Near Field Communication (NFC)
      6.3.4. Others
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global Gaming Headset 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. Gaming Headset 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 Gaming Headset 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. Gaming Headset 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 Gaming Headset Demand Share Forecast, 2019-2026

9. North America Gaming Headset 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 Gaming Headset 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 Gaming Headset Market Size and Volume Forecast by Application
      9.4.1. Wired USB/Analog 3.5mm
      9.4.2. Wireless USB Transmitter
      9.4.3. Near Field Communication (NFC)
      9.4.4. Others
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America Gaming Headset Market Size and Volume Forecast by Type
      9.7.1. Supra-Aural
      9.7.2. Circumaural
      9.7.3. Canalphones
      9.7.4. Backphones
      9.7.5. Others
   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 Gaming Headset Demand Share Forecast, 2019-2026

10. Latin America Gaming Headset 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 Gaming Headset 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 Gaming Headset Market Size and Volume Forecast by Application
      10.4.1. Wired USB/Analog 3.5mm
      10.4.2. Wireless USB Transmitter
      10.4.3. Near Field Communication (NFC)
      10.4.4. Others
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America Gaming Headset Market Size and Volume Forecast by Type
      10.7.1. Supra-Aural
      10.7.2. Circumaural
      10.7.3. Canalphones
      10.7.4. Backphones
      10.7.5. Others
   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 Gaming Headset Demand Share Forecast, 2019-2026

11. Europe Gaming Headset 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 Gaming Headset 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 Gaming Headset Market Size and Volume Forecast by Application
      11.4.1. Wired USB/Analog 3.5mm
      11.4.2. Wireless USB Transmitter
      11.4.3. Near Field Communication (NFC)
      11.4.4. Others
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe Gaming Headset Market Size and Volume Forecast by Type
      11.7.1. Supra-Aural
      11.7.2. Circumaural
      11.7.3. Canalphones
      11.7.4. Backphones
      11.7.5. Others
   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 Gaming Headset Demand Share, 2019-2026

12. Asia Pacific Gaming Headset 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 Gaming Headset 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 Gaming Headset Market Size and Volume Forecast by Application
      12.4.1. Wired USB/Analog 3.5mm
      12.4.2. Wireless USB Transmitter
      12.4.3. Near Field Communication (NFC)
      12.4.4. Others
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific Gaming Headset Market Size and Volume Forecast by Type
      12.7.1. Supra-Aural
      12.7.2. Circumaural
      12.7.3. Canalphones
      12.7.4. Backphones
      12.7.5. Others
   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 Gaming Headset Demand Share, 2019-2026

13. Middle East & Africa Gaming Headset 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 Gaming Headset 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 Gaming Headset Market Size and Volume Forecast by Application
      13.4.1. Wired USB/Analog 3.5mm
      13.4.2. Wireless USB Transmitter
      13.4.3. Near Field Communication (NFC)
      13.4.4. Others
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa Gaming Headset Market Size and Volume Forecast by Type
      13.7.1. Supra-Aural
      13.7.2. Circumaural
      13.7.3. Canalphones
      13.7.4. Backphones
      13.7.5. Others
   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 Gaming Headset Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global Gaming Headset Market: Market Share Analysis
   14.2. Gaming Headset Distributors and Customers
   14.3. Gaming Headset Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Turtle Beach
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Sony
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. Sennheiser
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. PDP-Pelican
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Skullcandy
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Microsoft (XBOX)
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Plantronics
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. Logitech
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Somic
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. SteelSeries
         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. Creative Technology
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. Cooler Master
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. Big Ben
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. Corsair
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. Mad Catz-TRITTON 
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. Gioteck
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. Accessories 4 Technology
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. Trust International
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. Kotion Electronic
         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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