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Europe Wireless Earphone Market By Application (Music & Entertainment, Gaming, Virtual Reality and Fitness), By Distribution Channel (Offline and Online), By Country, Industry Analysis and Forecast, 2020 - 2026

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    Report

  • 86 Pages
  • July 2020
  • Region: Europe
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 5137513
The Europe Wireless Earphone Market is expected to witness market growth of 7.6% CAGR during the forecast period (2020-2026).

In the wide world of video gaming devices, over-ear headphones continue to be thought of as rulers. They are excellent at isolating the sound of the game in the ears of the player, and they aim to offer outstanding sound quality overall. Nevertheless, some players favor ear gaming headphones, also known as console earbuds. They appear to be much smaller, and, as their name implies, they are put in the ear of the player. They have some benefits and downsides, much like any gadget, and not all earbuds are equal.

Wireless Bluetooth earphones have been very common in the last few years. In reality, a recent consumer survey reveals that more than half of Americans buy any type of Bluetooth product every year. The best wireless headphones deliver comfort and functionality that are geared to satisfying the changing expectations of users.

Increasing consumer acceptance of wireless earphones for multitasking while listening or viewing music and entertainment videos is a major factor in the industry. In comparison, improved audio efficiency is a crucial element in rising the popularity of wireless earphones.

Based on Application, the market is segmented into Music & Entertainment, Gaming, Virtual Reality and Fitness. Based on Distribution Channel, the market is segmented into Offline and Online. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Sony Corporation, Apple, Inc., Samsung Electronics Co., Ltd. (Samsung Group), Koninklijke Philips N.V., Logitech International S.A., Panasonic Corporation, Pioneer Corporation, Plantronics, Inc., Grado Labs, Inc., and Shure, Inc.

Scope of the Study

Market Segmentation:

By Application
  • Music & Entertainment
  • Gaming
  • Virtual Reality and
  • Fitness

By Distribution Channel
  • Offline and
  • Online

By Country
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe

Companies Profiled
  • Sony Corporation
  • Apple, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Koninklijke Philips N.V.
  • Logitech International S.A.
  • Panasonic Corporation
  • Pioneer Corporation
  • Plantronics, Inc.
  • Grado Labs, Inc.
  • Shure, Inc.

Unique Offerings from the Publisher
  • Exhaustive coverage
  • Highest number of market tables and figures
  • Subscription based model available
  • Guaranteed best price
  • Assured post sales research support with 10% customization free

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Europe Wireless Earphone Market, by Application
1.4.2 Europe Wireless Earphone Market, by Distribution Channel
1.4.3 Europe Wireless Earphone Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.2 Market Composition and Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Mergers & Acquisitions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2016-2020)
3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2017, Sep – 2020, Aug) Leading Players
Chapter 4. Europe Wireless Earphone Market by Application
4.1 Europe Music & Entertainment Market by Country
4.2 Europe Gaming Market by Country
4.3 Europe Virtual Reality Market by Country
4.4 Europe Fitness Market by Country
Chapter 5. Europe Wireless Earphone Market by Distribution Channel
5.1 Europe Offline Market by Country
5.2 Europe Online Market by Country
Chapter 6. Europe Wireless Earphone Market by Country
6.1 Germany Wireless Earphone Market
6.1.1 Germany Wireless Earphone Market by Application
6.1.2 Germany Wireless Earphone Market by Distribution Channel
6.2 UK Wireless Earphone Market
6.2.1 UK Wireless Earphone Market by Application
6.2.2 UK Wireless Earphone Market by Distribution Channel
6.3 France Wireless Earphone Market
6.3.1 France Wireless Earphone Market by Application
6.3.2 France Wireless Earphone Market by Distribution Channel
6.4 Russia Wireless Earphone Market
6.4.1 Russia Wireless Earphone Market by Application
6.4.2 Russia Wireless Earphone Market by Distribution Channel
6.5 Spain Wireless Earphone Market
6.5.1 Spain Wireless Earphone Market by Application
6.5.2 Spain Wireless Earphone Market by Distribution Channel
6.6 Italy Wireless Earphone Market
6.6.1 Italy Wireless Earphone Market by Application
6.6.2 Italy Wireless Earphone Market by Distribution Channel
6.7 Rest of Europe Wireless Earphone Market
6.7.1 Rest of Europe Wireless Earphone Market by Application
6.7.2 Rest of Europe Wireless Earphone Market by Distribution Channel
Chapter 7. Company Profiles
7.1 Sony Corporation
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Segmental and Regional Analysis
7.1.4 Research and Development Expense
7.1.5 Recent strategies and developments:
7.1.5.1 Product Launches and Product Expansions:
7.1.6 SWOT Analysis
7.2 Apple, Inc.
7.2.1 Company Overview
7.2.2 Financial Analysis
7.2.3 Product and Regional Analysis
7.2.4 Research & Development Expense
7.2.5 Recent strategies and developments:
7.2.5.1 Product Launches and Product Expansions:
7.2.6 SWOT Analysis
7.3 Samsung Electronics Co., Ltd. (Samsung Group)
7.3.1 Company Overview
7.3.2 Financial Analysis
7.3.3 Segmental and Regional Analysis
7.3.4 Research & Development Expense
7.3.5 Recent strategies and developments:
7.3.5.1 Product Launches and Product Expansions:
7.3.6 SWOT Analysis
7.4 Koninklijke Philips N.V.
7.4.1 Company Overview
7.4.2 Financial Analysis
7.4.3 Segmental and Regional Analysis
7.4.4 Research & Development Expenses
7.4.5 Recent strategies and developments:
7.4.5.1 Product Launches and Product Expansions:
7.4.6 SWOT Analysis
7.5 Logitech International S.A.
7.5.1 Company Overview
7.5.2 Financial Analysis
7.5.3 Regional Analysis
7.5.4 Research & Development Expense
7.5.5 Recent strategies and developments:
7.5.5.1 Acquisition and Mergers:
7.6 Panasonic Corporation
7.6.1 Company Overview
7.6.2 Financial Analysis
7.6.3 Segmental Analysis
7.6.4 Research & Development Expense
7.6.5 Recent strategies and developments:
7.6.5.1 Product Launches and Product Expansions:
7.6.6 SWOT Analysis
7.7 Pioneer Corporation
7.7.1 Company Overview
7.7.2 Recent strategies and developments:
7.7.2.1 Partnerships, Collaborations, and Agreements:
7.8 Plantronics, Inc.
7.8.1 Company Overview
7.8.2 Financial Analysis
7.8.3 Segmental and Regional Analysis
7.8.4 Research & Development Expenses
7.8.5 Recent strategies and developments:
7.8.5.1 Product Launches and Product Expansions:
7.9 Grado Labs, Inc.
7.9.1 Company Overview
7.10 Shure, Inc.
7.10.1 Company overview
7.10.2 Recent strategies and developments:
7.10.2.1 Product Launches and Product Expansions:

Companies Mentioned

  • Sony Corporation
  • Apple, Inc.
  • Samsung Electronics Co., Ltd. (Samsung Group)
  • Koninklijke Philips N.V.
  • Logitech International S.A.
  • Panasonic Corporation
  • Pioneer Corporation
  • Plantronics, Inc.
  • Grado Labs, Inc.
Shure, Inc.

Methodology

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