NEW YORK, Aug. 3, 2022 /PRNewswire/ -- The GAMING HEADSET MARKET is a part of the global interactive home entertainment industry within the global media and entertainment sector. The super parent global media and entertainment sector covers companies offering products, services, and solutions in advertising, broadcasting, cable and satellite, publishing, movies and entertainment, interactive home entertainment, and interactive media and services. The gaming headset market is expected to progress at a CAGR of 7.52% with moderate pace from 2021 to 2026. Moreover, the Y-O-Y growth rate of 2022 for the market is estimated at 6.5%. The report provides a detailed analysis of drivers & opportunities, top winning strategies, competitive scenarios, future market trends, market size & estimations, and major investment pockets.
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Segmentation Analysis by Region
The gaming headset market is segmented by Geography (APAC, North America, Europe, Middle East and Africa, and South America).
34% of the market's growth will originate from APAC during the forecast period. Japan and China are the key markets for gaming headsets in APAC. Market growth in this region will be faster than the growth of the market in other regions.
The growing gaming market in emerging countries such as India, Taiwan, and Indonesia will facilitate the gaming headset market growth in APAC over the forecast period.
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Segmentation Analysis by Product, Technology, and Distribution Channel
The gaming headset market is segmented by Product (console gaming headsets and PC gaming headsets), Technology (wired gaming headsets and wireless gaming headsets), and Distribution Channel (online and offline).
The gaming headset market share growth in the console gaming headsets segment will be significant during the forecast period. The major driver for this segment is the growth in the massively multiplayer online game (MMOG) segment.
Technological advances have led to the emergence of HD displays and audio devices that have HDMI and wireless networks. These add-ons, easy-to-connect consoles, and advanced audio systems provide gamers with a life-like gaming experience.
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Gaming Headset Market Drivers
Growth in global e-sports market
Technological developments and product innovation
Sophisticated techniques in gaming
Gaming Headset Market Trends
Reduction in size of wireless headsets
Improved wireless connectivity
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The gaming headset market report also offers information on several market vendors, including ASUSTeK Computer Inc., Audio Technica US Inc., Corsair Gaming Inc., Creative Technology Ltd., Dell Technologies Inc., EKSA TECHNOLOGY Pvt. Ltd., HP Inc., Kingston Technology Co. Inc., Lenovo Group Ltd., Logitech International SA, Mad Catz Global Ltd., Plantronics Inc., Razer Inc., Sennheiser Electronic GmbH and Co. KG, Sentey Inc., SHENZHEN SADES DIGITAL TECHNOLOGY Co. Ltd., Skullcandy Inc., Sony Group Corp., SteelSeries ApS, and Turtle Beach Corp. among others. Moreover, the market is fragmented and the vendors are deploying growth strategies such as focusing on localizing the peripherals for different regions based on the gaming culture existing in the country/region to compete in the market.
Audio Technica US Inc. - The company offers motorcycle headlights such as LED high and low beam lamps, LED signal lamps, Xenon headlight lamps, and Halogen headlight lamps.
Creative Technology Ltd. - The company offers motorcycle headlights such as high and low beam LEDs.
HP Inc. - The company offers motorcycle headlights such as HLA 551, HLA 557, HLA 560, and HLA 561.
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Here are Some Similar Topics-
Browse Summary of the WIRELESS GAMING HEADSET MARKET by Technology and Geographic Landscape - Forecast and Analysis 2020-2024: The market value is set to grow by USD 998.69 million, progressing at a CAGR of over 13% from 2019 to 2024, as per the latest report by Technavio. 30% of the market's growth will originate from APAC during the forecast period. China is the critical market for the wireless gaming headset market in APAC due to the rise in the number of e-sports tournaments and a considerable expansion of the online gamers' community in the country.
Browse Summary of the GAMING SIMULATORS MARKET by End-user, Component, Type, and Geography - Forecast and Analysis 2020-2024: The market value is set to grow by USD 7.21 billion from 2019 to 2024, as per the latest report by Technavio. The gaming stimulators market share growth in the commercial segment will be significant during the forecast period.
Gaming Headset Market Scope
Growth momentum & CAGR
Accelerate at a CAGR of 7.52%
Market growth 2022-2026
$ 1.28 billion
YoY growth (%)
APAC, North America, Europe, Middle East and Africa, and South America
Performing market contribution
APAC at 34%
Key consumer countries
US, China, Japan, Germany, and UK
Leading companies, competitive strategies, consumer engagement scope
ASUSTeK Computer Inc., Audio Technica US Inc., Corsair Gaming Inc., Creative Technology Ltd., Dell Technologies Inc., EKSA TECHNOLOGY Pvt. Ltd., HP Inc., Kingston Technology Co. Inc., Lenovo Group Ltd., Logitech International SA, Mad Catz Global Ltd., Plantronics Inc., Razer Inc., Sennheiser Electronic GmbH and Co. KG, Sentey Inc., SHENZHEN SADES DIGITAL TECHNOLOGY Co. Ltd., Skullcandy Inc., Sony Group Corp., SteelSeries ApS, and Turtle Beach Corp.
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, and market condition analysis for the forecast period.
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Table of Contents
1 Executive Summary
1.1 Market overview
2 Market Landscape
2.1 Market ecosystem
3 Market Sizing
3.1 Market definition
3.2 Market segment analysis
3.3 Market size 2021
3.4 Market outlook: Forecast for 2021-2026
4 Five Forces Analysis
4.1 Five forces summary
4.2 Bargaining power of buyers
4.3 Bargaining power of suppliers
4.4 Threat of new entrants
4.5 Threat of substitutes
4.6 Threat of rivalry
4.7 Market condition
5 Market Segmentation by Product
5.1 Market segments
5.2 Comparison by Product
5.3 Console gaming headsets - Market size and forecast 2021-2026
5.4 PC gaming headsets - Market size and forecast 2021-2026
5.5 Market opportunity by Product
6 Market Segmentation by Technology
6.1 Market segments
6.2 Comparison by Technology
6.3 Wired gaming headsets - Market size and forecast 2021-2026
6.4 Wireless gaming headsets - Market size and forecast 2021-2026
6.5 Market opportunity by Technology
7 Market Segmentation by Distribution Channel
7.1 Market segments
7.2 Comparison by Distribution Channel
7.3 Online - Market size and forecast 2021-2026
7.4 Offline - Market size and forecast 2021-2026
7.5 Market opportunity by Distribution Channel
8 Customer Landscape
8.1 Customer landscape overview
9 Geographic Landscape
9.1 Geographic segmentation
9.2 Geographic comparison
9.3 APAC - Market size and forecast 2021-2026
9.4 North America - Market size and forecast 2021-2026
9.5 Europe - Market size and forecast 2021-2026
9.6 Middle East and Africa - Market size and forecast 2021-2026
9.7 South America - Market size and forecast 2021-2026
9.8 US - Market size and forecast 2021-2026
9.9 China - Market size and forecast 2021-2026
9.10 Germany - Market size and forecast 2021-2026
9.11 UK - Market size and forecast 2021-2026
9.12 Japan - Market size and forecast 2021-2026
9.13 Market opportunity by geography
10 Drivers, Challenges, and Trends
10.1 Market drivers
10.2 Market challenges
10.3 Impact of drivers and challenges
10.4 Market trends
11 Vendor Landscape
11.2 Vendor landscape
11.3 Landscape disruption
11.4 Industry risks
12 Vendor Analysis
12.1 Vendors covered
12.2 Market positioning of vendors
12.3 Corsair Gaming Inc.
12.4 Creative Technology Ltd.
12.5 Logitech International SA
12.6 Plantronics Inc.
12.7 Razer Inc.
12.8 Sennheiser Electronic GmbH and Co. KG
12.9 Skullcandy Inc.
12.10 Sony Group Corp.
12.11 SteelSeries ApS
12.12 Turtle Beach Corp.
13.1 Scope of the report
13.2 Inclusions and exclusions checklist
13.3 Currency conversion rates for US$
13.4 Research methodology
13.5 List of abbreviations
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