Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global USB Headsets Market by Type (Professional, Personal), By Application (Entertainment, Communication, Gaming, Stereo, Other) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global USB Headsets Market by Type (Professional, Personal), By Application (Entertainment, Communication, Gaming, Stereo, Other) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 148128 3300 Consumer Goods 377 243 Pages 4.8 (39)
                                          

Market Overview:


The global USB headsets 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 personal and professional USB headsets across different applications such as entertainment, communication, gaming, stereo, and others. Additionally, rising adoption of USB headsets in small and medium-sized businesses is also propelling the growth of this market. North America accounted for the largest share of the global USB headsets market in 2017 owing to high adoption rates among consumers and enterprises alike.


Global USB Headsets Industry Outlook


Product Definition:


A USB headset plugs into a computer's USB port, providing sound for the user. The use of a USB headset allows the user to keep their hands free while they work. This can be helpful in many situations, such as when the user is working on a project and needs to keep both hands free to type or take notes. Additionally, using a USB headset can help reduce distractions, as it eliminates the need for the user to listen to audio through their computer's speakers.


Professional:


Professional is a new entrant in the USB headsets market and thus has no direct comparison. However, it can be compared to other audio devices such as earphones and headphones which are used by individuals for personal listening requirements. The growth factor for professional USB headsets is expected to be volume of business transactions which have been increasing continuously over the years owing to increase in telephonic communication between different regions globally. This factor will drive demand for professional USB headset over next seven years.


Personal:


Personal is a device-based audio solution that delivers high-quality sound. It's mainly used by gamers as it provides an advantage of hearing the in-game sounds over the external speakers. The product also offers noise cancellation features, which helps eliminate background noises and focus on game sounds.


The global USB headsets market was valued at USD 2,099 million in 2016 and is expected to grow at a CAGR of XX% from 2017 to 2024.


Application Insights:


The entertainment segment dominated the global USB headsets market in 2017. This is attributed to the growing usage of headsets for listening and talking on mobile phones, tablets and computers. Furthermore, consumers are increasingly using these devices for gaming as well as listening to music or watching videos. The rising popularity of smartphones has led to an increase in demand for wireless headphones which can be used with this device easily. Moreover, a large number of manufacturers are focusing on developing products that can provide high-quality sound experience while playing games or watching videos thereby driving the growth of this application segment over the forecast period.


Communication is expected to be one of the fastest-growing segments during the forecast period owing to increasing use cases such as conference calls, web conferencing and business meetings among others being conducted over internet using audio/video enabled devices such as smartphones.


Regional Analysis:


Asia Pacific dominated the global USB headset market in 2017. The growth can be attributed to increasing demand for high-fidelity sound and booming gaming industry in countries such as China, India, South Korea, and Japan. Furthermore, rising number of music listeners is also expected to contribute towards the region’s growth over the forecast period. Europe is anticipated to witness significant growth over the next eight years owing to increased adoption of technology among corporate sector for conducting meetings and training sessions using virtual reality headsets. North America accounted for a considerable share of global revenue in 2017 owing to growing popularity of video calling apps such as Skype that enable users engage effectively with each other through audio chat while avoiding disturbing others at home or office with background noise from smartphone speakers or computer systems. Moreover, presence of major players such as Plantronics International Inc.; Razer Inc.; Logitech International; BlueAnt PLC; Bose Corporation; Sennheiser Electronic GmbH & Co., Ltd.


Growth Factors:


  • Increasing demand for wireless communication devices
  • Proliferation of portable electronic devices
  • Growing trend of using headsets for hands-free operation
  • Rising popularity of voice over internet protocol (VoIP) services
  • Technological advancements in USB headsets

Scope Of The Report

Report Attributes

Report Details

Report Title

USB Headsets Market Research Report

By Type

Professional, Personal

By Application

Entertainment, Communication, Gaming, Stereo, Other

By Companies

Microsoft, Jabra, Sennheiser, Logitech, Plantronics, iMicro, SONY, KOSS, Sandberg, JPL, CANYON, VXi Corporation, Somic, Creative Technology

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

243

Number of Tables & Figures

171

Customization Available

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


Global USB Headsets Market Report Segments:

The global USB Headsets market is segmented on the basis of:

Types

Professional, Personal

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

Entertainment, Communication, Gaming, Stereo, Other

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. Microsoft
  2. Jabra
  3. Sennheiser
  4. Logitech
  5. Plantronics
  6. iMicro
  7. SONY
  8. KOSS
  9. Sandberg
  10. JPL
  11. CANYON
  12. VXi Corporation
  13. Somic
  14. Creative Technology

Global USB Headsets Market Overview


Highlights of The USB Headsets 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. Professional
    2. Personal
  1. By Application:

    1. Entertainment
    2. Communication
    3. Gaming
    4. Stereo
    5. Other
  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 USB Headsets 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 USB Headsets 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?


USB headsets are a type of electronic device that allow users to listen to audio from a computer or other electronic device through an earpiece. USB headsets typically use a USB port on the computer or other electronic device to connect, and often come with an adapter so they can be used with other devices.

Some of the key players operating in the usb headsets market are Microsoft, Jabra, Sennheiser, Logitech, Plantronics, iMicro, SONY, KOSS, Sandberg, JPL, CANYON, VXi Corporation, Somic, Creative Technology.

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

5. Global USB Headsets 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. USB Headsets Market Size and Volume Forecast by Type
      5.3.1. Professional
      5.3.2. Personal
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global USB Headsets 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. USB Headsets Market Size and Volume Forecast by Application
      6.3.1. Entertainment
      6.3.2. Communication
      6.3.3. Gaming
      6.3.4. Stereo
      6.3.5. Other
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global USB Headsets 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. USB Headsets 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 USB Headsets 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. USB Headsets 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 USB Headsets Demand Share Forecast, 2019-2026

9. North America USB Headsets 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 USB Headsets 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 USB Headsets Market Size and Volume Forecast by Application
      9.4.1. Entertainment
      9.4.2. Communication
      9.4.3. Gaming
      9.4.4. Stereo
      9.4.5. Other
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America USB Headsets Market Size and Volume Forecast by Type
      9.7.1. Professional
      9.7.2. Personal
   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 USB Headsets Demand Share Forecast, 2019-2026

10. Latin America USB Headsets 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 USB Headsets 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 USB Headsets Market Size and Volume Forecast by Application
      10.4.1. Entertainment
      10.4.2. Communication
      10.4.3. Gaming
      10.4.4. Stereo
      10.4.5. Other
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America USB Headsets Market Size and Volume Forecast by Type
      10.7.1. Professional
      10.7.2. Personal
   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 USB Headsets Demand Share Forecast, 2019-2026

11. Europe USB Headsets 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 USB Headsets 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 USB Headsets Market Size and Volume Forecast by Application
      11.4.1. Entertainment
      11.4.2. Communication
      11.4.3. Gaming
      11.4.4. Stereo
      11.4.5. Other
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe USB Headsets Market Size and Volume Forecast by Type
      11.7.1. Professional
      11.7.2. Personal
   11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attraciveness/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 USB Headsets Demand Share, 2019-2026

12. Asia Pacific USB Headsets 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 USB Headsets 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 USB Headsets Market Size and Volume Forecast by Application
      12.4.1. Entertainment
      12.4.2. Communication
      12.4.3. Gaming
      12.4.4. Stereo
      12.4.5. Other
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific USB Headsets Market Size and Volume Forecast by Type
      12.7.1. Professional
      12.7.2. Personal
   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 USB Headsets Demand Share, 2019-2026

13. Middle East & Africa USB Headsets 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 USB Headsets 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 USB Headsets Market Size and Volume Forecast by Application
      13.4.1. Entertainment
      13.4.2. Communication
      13.4.3. Gaming
      13.4.4. Stereo
      13.4.5. Other
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa USB Headsets Market Size and Volume Forecast by Type
      13.7.1. Professional
      13.7.2. Personal
   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 USB Headsets Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global USB Headsets Market: Market Share Analysis
   14.2. USB Headsets Distributors and Customers
   14.3. USB Headsets Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Microsoft
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Jabra
         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. Logitech
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Plantronics
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. iMicro
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. SONY
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. KOSS
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Sandberg
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. JPL
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. CANYON
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. VXi Corporation
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. Somic
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. Creative Technology
         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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