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Global Game Headphone Market by Type (PC/Mac Gaming Headphone, Multi-Platform Gaming Headphone, Console Gaming Headphone), by Technology (Wired, Wireless), by Application (Residential, Commercial), by Price Point (Medium-Range, Low-Range, High-Range), by Distribution Channel (Hypermarkets, Specialty Stores, Online Retail) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: CG-66288
  • Author: Up Market Research
  • Rating: 4.9
  • Total Reviews: 73
  • No. Of Pages: 206
  • Format:
  • Pub. Date: 2021-08-21
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Up Market Research published a new report titled “Game Headphone Market research report which is segmented by Type (PC/Mac Gaming Headphone, Multi-Platform Gaming Headphone, Console Gaming Headphone), by Technology (Wired, Wireless), by Application (Residential, Commercial), by Price Point (Medium-Range, Low-Range, High-Range), by Distribution Channel (Hypermarkets, Specialty Stores, Online Retail), By Players/Companies Kingston Technology Co. Inc., Sennheiser Electronic GmbH & Co. KG, Audio-Technica US Inc., Creative Technology Ltd, Corsair Component Inc., Razer Inc., Steel Series ApS, Mad Catz Global Ltd, ASUSTek Computer Inc., Logitech International S.A.”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.


Report Scope

Report AttributesReport Details
Report TitleGame Headphone Market Research Report
By TypePC/Mac Gaming Headphone, Multi-Platform Gaming Headphone, Console Gaming Headphone
By TechnologyWired, Wireless
By ApplicationResidential, Commercial
By Price PointMedium-Range, Low-Range, High-Range
By Distribution ChannelHypermarkets, Specialty Stores, Online Retail
By CompaniesKingston Technology Co. Inc., Sennheiser Electronic GmbH & Co. KG, Audio-Technica US Inc., Creative Technology Ltd, Corsair Component Inc., Razer Inc., Steel Series ApS, Mad Catz Global Ltd, ASUSTek Computer Inc., Logitech International S.A.
Regions CoveredNorth America, Europe, APAC, Latin America, MEA
Base Year2020
Historical Year2018 to 2019 (Data from 2010 can be provided as per availability)
Forecast Year2028
Number of Pages206
Number of Tables & Figures145
Customization AvailableYes, the report can be customized as per your need.

The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.


Global Game Headphone Industry Outlook

Global Game Headphone Market Report Segments:

The market is segmented by Type (PC/Mac Gaming Headphone, Multi-Platform Gaming Headphone, Console Gaming Headphone), by Technology (Wired, Wireless), by Application (Residential, Commercial), by Price Point (Medium-Range, Low-Range, High-Range), by Distribution Channel (Hypermarkets, Specialty Stores, Online Retail).


Some of the companies that are profiled in this report are:

  1. Kingston Technology Co. Inc.
  2. Sennheiser Electronic GmbH & Co. KG
  3. Audio-Technica US Inc.
  4. Creative Technology Ltd
  5. Corsair Component Inc.
  6. Razer Inc.
  7. Steel Series ApS
  8. Mad Catz Global Ltd
  9. ASUSTek Computer Inc.
  10. Logitech International S.A.

Game Headphone Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.


Key Benefits for Industry Participants & Stakeholders:

  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Game Headphone Market

Overview of the regional outlook of the Game Headphone Market:

Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.


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 Game Headphone Market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2028.
  5. Developments and trends in the market.
        6. By Type:

                1. PC/Mac Gaming Headphone

                2. Multi-Platform Gaming Headphone

                3. Console Gaming Headphone

        7. By Technology:

                1. Wired

                2. Wireless

        8. By Application:

                1. Residential

                2. Commercial

        9. By Price Point:

                1. Medium-Range

                2. Low-Range

                3. High-Range

        10. By Distribution Channel:

                1. Hypermarkets

                2. Specialty Stores

                3. Online Retail

  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 2028.


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

Game Headphone Market Trends

Reasons to Purchase the Game Headphone Market Report:

  • The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
  • Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
  • Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
  • The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
  • Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Game Headphone 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 Game Headphone Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Game Headphone 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 Game Headphone 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 Game Headphone Market Size & Forecast, 2018-2028 
      4.5.1 Game Headphone Market Size and Y-o-Y Growth 
      4.5.2 Game Headphone Market Absolute $ Opportunity 


Chapter 5 Global Game Headphone 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 Game Headphone Market Size Forecast by Type
      5.2.1 PC/Mac Gaming Headphone
      5.2.2 Multi-Platform Gaming Headphone
      5.2.3 Console Gaming Headphone
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Game Headphone Market Analysis and Forecast by Technology
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Technology
      6.1.2 Basis Point Share (BPS) Analysis by Technology
      6.1.3 Absolute $ Opportunity Assessment by Technology
   6.2 Game Headphone Market Size Forecast by Technology
      6.2.1 Wired
      6.2.2 Wireless
   6.3 Market Attractiveness Analysis by Technology

Chapter 7 Global Game Headphone Market Analysis and Forecast by Application
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Application
      7.1.2 Basis Point Share (BPS) Analysis by Application
      7.1.3 Absolute $ Opportunity Assessment by Application
   7.2 Game Headphone Market Size Forecast by Application
      7.2.1 Residential
      7.2.2 Commercial
   7.3 Market Attractiveness Analysis by Application

Chapter 8 Global Game Headphone Market Analysis and Forecast by Price Point
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities by Price Point
      8.1.2 Basis Point Share (BPS) Analysis by Price Point
      8.1.3 Absolute $ Opportunity Assessment by Price Point
   8.2 Game Headphone Market Size Forecast by Price Point
      8.2.1 Medium-Range
      8.2.2 Low-Range
      8.2.3 High-Range
   8.3 Market Attractiveness Analysis by Price Point

Chapter 9 Global Game Headphone Market Analysis and Forecast by Distribution Channel
   9.1 Introduction
      9.1.1 Key Market Trends & Growth Opportunities by Distribution Channel
      9.1.2 Basis Point Share (BPS) Analysis by Distribution Channel
      9.1.3 Absolute $ Opportunity Assessment by Distribution Channel
   9.2 Game Headphone Market Size Forecast by Distribution Channel
      9.2.1 Hypermarkets
      9.2.2 Specialty Stores
      9.2.3 Online Retail
   9.3 Market Attractiveness Analysis by Distribution Channel

Chapter 10 Global Game Headphone Market Analysis and Forecast by Region
   10.1 Introduction
      10.1.1 Key Market Trends & Growth Opportunities by Region
      10.1.2 Basis Point Share (BPS) Analysis by Region
      10.1.3 Absolute $ Opportunity Assessment by Region
   10.2 Game Headphone Market Size Forecast by Region
      10.2.1 North America
      10.2.2 Europe
      10.2.3 Asia Pacific
      10.2.4 Latin America
      10.2.5 Middle East & Africa (MEA)
   10.3 Market Attractiveness Analysis by Region

Chapter 11 Coronavirus Disease (COVID-19) Impact 
   11.1 Introduction 
   11.2 Current & Future Impact Analysis 
   11.3 Economic Impact Analysis 
   11.4 Government Policies 
   11.5 Investment Scenario

Chapter 12 North America Game Headphone Analysis and Forecast
   12.1 Introduction
   12.2 North America Game Headphone Market Size Forecast by Country
      12.2.1 U.S.
      12.2.2 Canada
   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 North America Game Headphone Market Size Forecast by Type
      12.6.1 PC/Mac Gaming Headphone
      12.6.2 Multi-Platform Gaming Headphone
      12.6.3 Console Gaming Headphone
   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 North America Game Headphone Market Size Forecast by Technology
      12.10.1 Wired
      12.10.2 Wireless
   12.11 Basis Point Share (BPS) Analysis by Technology 
   12.12 Absolute $ Opportunity Assessment by Technology 
   12.13 Market Attractiveness Analysis by Technology
   12.14 North America Game Headphone Market Size Forecast by Application
      12.14.1 Residential
      12.14.2 Commercial
   12.15 Basis Point Share (BPS) Analysis by Application 
   12.16 Absolute $ Opportunity Assessment by Application 
   12.17 Market Attractiveness Analysis by Application
   12.18 North America Game Headphone Market Size Forecast by Price Point
      12.18.1 Medium-Range
      12.18.2 Low-Range
      12.18.3 High-Range
   12.19 Basis Point Share (BPS) Analysis by Price Point 
   12.20 Absolute $ Opportunity Assessment by Price Point 
   12.21 Market Attractiveness Analysis by Price Point
   12.22 North America Game Headphone Market Size Forecast by Distribution Channel
      12.22.1 Hypermarkets
      12.22.2 Specialty Stores
      12.22.3 Online Retail
   12.23 Basis Point Share (BPS) Analysis by Distribution Channel 
   12.24 Absolute $ Opportunity Assessment by Distribution Channel 
   12.25 Market Attractiveness Analysis by Distribution Channel

Chapter 13 Europe Game Headphone Analysis and Forecast
   13.1 Introduction
   13.2 Europe Game Headphone Market Size Forecast by Country
      13.2.1 Germany
      13.2.2 France
      13.2.3 Italy
      13.2.4 U.K.
      13.2.5 Spain
      13.2.6 Russia
      13.2.7 Rest of Europe
   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 Europe Game Headphone Market Size Forecast by Type
      13.6.1 PC/Mac Gaming Headphone
      13.6.2 Multi-Platform Gaming Headphone
      13.6.3 Console Gaming Headphone
   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 Europe Game Headphone Market Size Forecast by Technology
      13.10.1 Wired
      13.10.2 Wireless
   13.11 Basis Point Share (BPS) Analysis by Technology 
   13.12 Absolute $ Opportunity Assessment by Technology 
   13.13 Market Attractiveness Analysis by Technology
   13.14 Europe Game Headphone Market Size Forecast by Application
      13.14.1 Residential
      13.14.2 Commercial
   13.15 Basis Point Share (BPS) Analysis by Application 
   13.16 Absolute $ Opportunity Assessment by Application 
   13.17 Market Attractiveness Analysis by Application
   13.18 Europe Game Headphone Market Size Forecast by Price Point
      13.18.1 Medium-Range
      13.18.2 Low-Range
      13.18.3 High-Range
   13.19 Basis Point Share (BPS) Analysis by Price Point 
   13.20 Absolute $ Opportunity Assessment by Price Point 
   13.21 Market Attractiveness Analysis by Price Point
   13.22 Europe Game Headphone Market Size Forecast by Distribution Channel
      13.22.1 Hypermarkets
      13.22.2 Specialty Stores
      13.22.3 Online Retail
   13.23 Basis Point Share (BPS) Analysis by Distribution Channel 
   13.24 Absolute $ Opportunity Assessment by Distribution Channel 
   13.25 Market Attractiveness Analysis by Distribution Channel

Chapter 14 Asia Pacific Game Headphone Analysis and Forecast
   14.1 Introduction
   14.2 Asia Pacific Game Headphone Market Size Forecast by Country
      14.2.1 China
      14.2.2 Japan
      14.2.3 South Korea
      14.2.4 India
      14.2.5 Australia
      14.2.6 South East Asia (SEA)
      14.2.7 Rest of Asia Pacific (APAC)
   14.3 Basis Point Share (BPS) Analysis by Country
   14.4 Absolute $ Opportunity Assessment by Country
   14.5 Market Attractiveness Analysis by Country
   14.6 Asia Pacific Game Headphone Market Size Forecast by Type
      14.6.1 PC/Mac Gaming Headphone
      14.6.2 Multi-Platform Gaming Headphone
      14.6.3 Console Gaming Headphone
   14.7 Basis Point Share (BPS) Analysis by Type 
   14.8 Absolute $ Opportunity Assessment by Type 
   14.9 Market Attractiveness Analysis by Type
   14.10 Asia Pacific Game Headphone Market Size Forecast by Technology
      14.10.1 Wired
      14.10.2 Wireless
   14.11 Basis Point Share (BPS) Analysis by Technology 
   14.12 Absolute $ Opportunity Assessment by Technology 
   14.13 Market Attractiveness Analysis by Technology
   14.14 Asia Pacific Game Headphone Market Size Forecast by Application
      14.14.1 Residential
      14.14.2 Commercial
   14.15 Basis Point Share (BPS) Analysis by Application 
   14.16 Absolute $ Opportunity Assessment by Application 
   14.17 Market Attractiveness Analysis by Application
   14.18 Asia Pacific Game Headphone Market Size Forecast by Price Point
      14.18.1 Medium-Range
      14.18.2 Low-Range
      14.18.3 High-Range
   14.19 Basis Point Share (BPS) Analysis by Price Point 
   14.20 Absolute $ Opportunity Assessment by Price Point 
   14.21 Market Attractiveness Analysis by Price Point
   14.22 Asia Pacific Game Headphone Market Size Forecast by Distribution Channel
      14.22.1 Hypermarkets
      14.22.2 Specialty Stores
      14.22.3 Online Retail
   14.23 Basis Point Share (BPS) Analysis by Distribution Channel 
   14.24 Absolute $ Opportunity Assessment by Distribution Channel 
   14.25 Market Attractiveness Analysis by Distribution Channel

Chapter 15 Latin America Game Headphone Analysis and Forecast
   15.1 Introduction
   15.2 Latin America Game Headphone Market Size Forecast by Country
      15.2.1 Brazil
      15.2.2 Mexico
      15.2.3 Rest of Latin America (LATAM)
   15.3 Basis Point Share (BPS) Analysis by Country
   15.4 Absolute $ Opportunity Assessment by Country
   15.5 Market Attractiveness Analysis by Country
   15.6 Latin America Game Headphone Market Size Forecast by Type
      15.6.1 PC/Mac Gaming Headphone
      15.6.2 Multi-Platform Gaming Headphone
      15.6.3 Console Gaming Headphone
   15.7 Basis Point Share (BPS) Analysis by Type 
   15.8 Absolute $ Opportunity Assessment by Type 
   15.9 Market Attractiveness Analysis by Type
   15.10 Latin America Game Headphone Market Size Forecast by Technology
      15.10.1 Wired
      15.10.2 Wireless
   15.11 Basis Point Share (BPS) Analysis by Technology 
   15.12 Absolute $ Opportunity Assessment by Technology 
   15.13 Market Attractiveness Analysis by Technology
   15.14 Latin America Game Headphone Market Size Forecast by Application
      15.14.1 Residential
      15.14.2 Commercial
   15.15 Basis Point Share (BPS) Analysis by Application 
   15.16 Absolute $ Opportunity Assessment by Application 
   15.17 Market Attractiveness Analysis by Application
   15.18 Latin America Game Headphone Market Size Forecast by Price Point
      15.18.1 Medium-Range
      15.18.2 Low-Range
      15.18.3 High-Range
   15.19 Basis Point Share (BPS) Analysis by Price Point 
   15.20 Absolute $ Opportunity Assessment by Price Point 
   15.21 Market Attractiveness Analysis by Price Point
   15.22 Latin America Game Headphone Market Size Forecast by Distribution Channel
      15.22.1 Hypermarkets
      15.22.2 Specialty Stores
      15.22.3 Online Retail
   15.23 Basis Point Share (BPS) Analysis by Distribution Channel 
   15.24 Absolute $ Opportunity Assessment by Distribution Channel 
   15.25 Market Attractiveness Analysis by Distribution Channel

Chapter 16 Middle East & Africa (MEA) Game Headphone Analysis and Forecast
   16.1 Introduction
   16.2 Middle East & Africa (MEA) Game Headphone Market Size Forecast by Country
      16.2.1 Saudi Arabia
      16.2.2 South Africa
      16.2.3 UAE
      16.2.4 Rest of Middle East & Africa (MEA)
   16.3 Basis Point Share (BPS) Analysis by Country
   16.4 Absolute $ Opportunity Assessment by Country
   16.5 Market Attractiveness Analysis by Country
   16.6 Middle East & Africa (MEA) Game Headphone Market Size Forecast by Type
      16.6.1 PC/Mac Gaming Headphone
      16.6.2 Multi-Platform Gaming Headphone
      16.6.3 Console Gaming Headphone
   16.7 Basis Point Share (BPS) Analysis by Type 
   16.8 Absolute $ Opportunity Assessment by Type 
   16.9 Market Attractiveness Analysis by Type
   16.10 Middle East & Africa (MEA) Game Headphone Market Size Forecast by Technology
      16.10.1 Wired
      16.10.2 Wireless
   16.11 Basis Point Share (BPS) Analysis by Technology 
   16.12 Absolute $ Opportunity Assessment by Technology 
   16.13 Market Attractiveness Analysis by Technology
   16.14 Middle East & Africa (MEA) Game Headphone Market Size Forecast by Application
      16.14.1 Residential
      16.14.2 Commercial
   16.15 Basis Point Share (BPS) Analysis by Application 
   16.16 Absolute $ Opportunity Assessment by Application 
   16.17 Market Attractiveness Analysis by Application
   16.18 Middle East & Africa (MEA) Game Headphone Market Size Forecast by Price Point
      16.18.1 Medium-Range
      16.18.2 Low-Range
      16.18.3 High-Range
   16.19 Basis Point Share (BPS) Analysis by Price Point 
   16.20 Absolute $ Opportunity Assessment by Price Point 
   16.21 Market Attractiveness Analysis by Price Point
   16.22 Middle East & Africa (MEA) Game Headphone Market Size Forecast by Distribution Channel
      16.22.1 Hypermarkets
      16.22.2 Specialty Stores
      16.22.3 Online Retail
   16.23 Basis Point Share (BPS) Analysis by Distribution Channel 
   16.24 Absolute $ Opportunity Assessment by Distribution Channel 
   16.25 Market Attractiveness Analysis by Distribution Channel

Chapter 17 Competition Landscape 
   17.1 Game Headphone Market: Competitive Dashboard
   17.2 Global Game Headphone Market: Market Share Analysis, 2019
   17.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      17.3.1 Kingston Technology Co. Inc.
      17.3.2 Sennheiser Electronic GmbH & Co. KG
      17.3.3 Audio-Technica US Inc.
      17.3.4 Creative Technology Ltd
      17.3.5 Corsair Component Inc.
      17.3.6 Razer Inc.
      17.3.7 Steel Series ApS
      17.3.8 Mad Catz Global Ltd
      17.3.9 ASUSTek Computer Inc.
      17.3.10 Logitech International S.A.
Segments Covered in the Report
The global Game Headphone market has been segmented based on

By Type
  • PC/Mac Gaming Headphone
  • Multi-Platform Gaming Headphone
  • Console Gaming Headphone
By Technology
  • Wired
  • Wireless
By Application
  • Residential
  • Commercial
By Price Point
  • Medium-Range
  • Low-Range
  • High-Range
By Distribution Channel
  • Hypermarkets
  • Specialty Stores
  • Online Retail
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • Kingston Technology Co. Inc.
  • Sennheiser Electronic GmbH & Co. KG
  • Audio-Technica US Inc.
  • Creative Technology Ltd
  • Corsair Component Inc.
  • Razer Inc.
  • Steel Series ApS
  • Mad Catz Global Ltd
  • ASUSTek Computer Inc.
  • Logitech International S.A.

Buy Report