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Global Gaming Headset Market (2023-2028) Competitive Analysis, Impact of Economic Slowdown & Impending Recession, Ansoff Analysis

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    Report

  • 191 Pages
  • February 2024
  • Region: Global
  • Infogence Global Research
  • ID: 5753610
The Global Gaming Headset Market is estimated to be USD 4.9 Bn in 2023 and is expected to reach USD 8.17 Bn by 2028 growing at a CAGR of 10.78%.

Market Dynamics

Market dynamics are forces that impact the prices and behaviors of the stakeholders. These forces create pricing signals which result from the changes in the supply and demand curves for a given product or service. Forces of Market Dynamics may be related to macro-economic and micro-economic factors. There are dynamic market forces other than price, demand, and supply. Human emotions can also drive decisions, influence the market, and create price signals.

As the market dynamics impact the supply and demand curves, decision-makers aim to determine the best way to use various financial tools to stem various strategies for speeding the growth and reducing the risks.

Market Segmentations

  • The Global Gaming Headset Market is segmented based on Product Type, Application, Platform, and Geography.
  • By Product Type, the market is classified into Wired gaming headset and Wireless gaming headset.
  • By Application, the market is classified into Multiplatform gaming, PC/MAC gaming, and Console gaming.
  • By Platform, the market is classified into Console Gaming Headsets, Multi-platform Gaming Headsets, and PC or Mac Gaming Headset.
  • By Geography, the market is classified into Americas, Europe, Middle East & Africa and Asia-Pacific.

Company Profiles

The report provides a detailed analysis of the competitors in the market. It covers the financial performance analysis for the publicly listed companies in the market. The report also offers detailed information on the companies' recent development and competitive scenario. Some of the companies covered in this report are Kotion Electronic, KYE System Corp (Genius)Technology Ltd., Dell Technologies Inc., EKSA TECHNOLOGY Pvt. Ltd., etc.

Countries Studied

  • America (Argentina, Brazil, Canada, Chile, Colombia, Mexico, Peru, United States, Rest of Americas)
  • Europe (Austria, Belgium, Denmark, Finland, France, Germany, Italy, Netherlands, Norway, Poland, Russia, Spain, Sweden, Switzerland, United Kingdom, Rest of Europe)
  • Middle-East and Africa (Egypt, Israel, Qatar, Saudi Arabia, South Africa, United Arab Emirates, Rest of MEA)
  • Asia-Pacific (Australia, Bangladesh, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Sri Lanka, Thailand, Taiwan, Rest of Asia-Pacific)

Competitive Quadrant

The report includes Competitive Quadrant, a proprietary tool to analyze and evaluate the position of companies based on their Industry Position score and Market Performance score. The tool uses various factors for categorizing the players into four categories. Some of these factors considered for analysis are financial performance over the last 3 years, growth strategies, innovation score, new product launches, investments, growth in market share, etc.

Ansoff Analysis

  • The report presents a detailed Ansoff matrix analysis for the Global GAMING HEADSET Market. Ansoff Matrix, also known as Product/Market Expansion Grid, is a strategic tool used to design strategies for the growth of the company. The matrix can be used to evaluate approaches in four strategies viz. Market Development, Market Penetration, Product Development and Diversification. The matrix is also used for risk analysis to understand the risk involved with each approach.
  • The publisher analyses the Global GAMING HEADSET Market using the Ansoff Matrix to provide the best approaches a company can take to improve its market position.
  • Based on the SWOT analysis conducted on the industry and industry players, the publisher has devised suitable strategies for market growth.

Why buy this report?

  • The report offers a comprehensive evaluation of the Global GAMING HEADSET Market. The report includes in-depth qualitative analysis, verifiable data from authentic sources, and projections about market size. The projections are calculated using proven research methodologies.
  • The report has been compiled through extensive primary and secondary research. The primary research is done through interviews, surveys, and observation of renowned personnel in the industry.
  • The report includes an in-depth market analysis using Porter's 5 forces model, PESTLE Analysis and the Ansoff Matrix. In addition, the impact of COVID-19 and the impact of economic slowdown & impending recession on the market are also featured in the report.
  • The report also includes the regulatory scenario in the industry, which will help you make a well-informed decision. The report discusses major regulatory bodies and major rules and regulations imposed on this sector across various geographies.
  • The report also contains the competitive analysis using Positioning Quadrants, the Proprietary competitive positioning tool.

Report Highlights:

  • A complete analysis of the market, including parent industry
  • Important market dynamics and trends
  • Market segmentation
  • Historical, current, and projected size of the market based on value and volume
  • Market shares and strategies of key players
  • Recommendations to companies for strengthening their foothold in the market

Table of Contents

1 Report Description
1.1 Study Objectives
1.2 Market Definition
1.3 Currency
1.4 Years Considered
1.5 Language
1.6 Key Stakeholders
2 Research Methodology
2.1 Research Process
2.2 Data Collection and Validation
2.2.1 Secondary Research
2.2.2 Primary Research
2.2.3 Models
2.3 Market Size Estimation
2.3.1 Bottom-Up Approach
2.3.2 Top-Down Approach
2.4 Assumptions of the Study
2.5 Limitations of the Study
3 Executive Summary
3.1 Introduction
3.2 Market Size, Segmentations and Outlook
4 Market Dynamics
4.1 Drivers
4.1.1 Growth in the Global E-Sports Market
4.1.2 Growing Population of Gamers
4.1.3 Ongoing Technological Innovation such as VR Headset Displays
4.2 Restraints
4.2.1 Price Associated with Gaming Specific Headsets
4.3 Opportunities
4.3.1 Increasing Technological Advancement in Gaming Equipment
4.3.2 Innovative Product Launches of Gaming Headsets in the Market
4.3.3 Popularity of Gaming Events and Competitions
4.4 Challenges
4.4.1 Easy Availability of Counterfeit Products
5 Market Analysis
5.1 Regulatory Scenario
5.2 Porter's Five Forces Analysis
5.3 PESTEL Analysis
5.4 SWOT Analysis
5.5 Impact of COVID-19
5.6 Impact of Economic Slowdown & Impending Recession
5.7 Ansoff Matrix Analysis
6 Global Gaming Headset Market, By Product Type
6.1 Introduction
6.2 Wired gaming headset
6.3 Wireless gaming headset
7 Global Gaming Headset Market, By Application
7.1 Introduction
7.2 Multiplatform gaming
7.3 PC/MAC gaming
7.4 Console gaming
8 Global Gaming Headset Market, By Platform
8.1 Introduction
8.2 Console Gaming Headsets
8.3 Multi-platform Gaming Headsets
8.4 PC or Mac Gaming Headset
9 Americas' Gaming Headset Market
9.1 Introduction
9.2 Argentina
9.3 Brazil
9.4 Canada
9.5 Chile
9.6 Colombia
9.7 Mexico
9.8 Peru
9.9 United States
9.10 Rest of Americas
10 Europe's Gaming Headset Market
10.1 Introduction
10.2 Austria
10.3 Belgium
10.4 Denmark
10.5 Finland
10.6 France
10.7 Germany
10.8 Italy
10.9 Netherlands
10.10 Norway
10.11 Poland
10.12 Russia
10.13 Spain
10.14 Sweden
10.15 Switzerland
10.16 United Kingdom
10.17 Rest of Europe
11 Middle East and Africa's Gaming Headset Market
11.1 Introduction
11.2 Egypt
11.3 Israel
11.4 Qatar
11.5 Saudi Arabia
11.6 South Africa
11.7 United Arab Emirates
11.8 Rest of MEA
12 APAC's Gaming Headset Market
12.1 Introduction
12.2 Australia
12.3 Bangladesh
12.4 China
12.5 India
12.6 Indonesia
12.7 Japan
12.8 Malaysia
12.9 Philippines
12.10 Singapore
12.11 South Korea
12.12 Sri Lanka
12.13 Thailand
12.14 Taiwan
12.15 Rest of Asia-Pacific
13 Competitive Landscape
13.1 Competitive Quadrant
13.2 Market Share Analysis
13.3 Strategic Initiatives
13.3.1 M&A and Investments
13.3.2 Partnerships and Collaborations
13.3.3 Product Developments and Improvements
14 Company Profiles
14.1 ASUSTeK Computer, Inc.
14.2 Audio Technica US, Inc.
14.3 Corsair Gaming, Inc.
14.4 Creative Technology Ltd.
14.5 Dell Technologies, Inc.
14.6 Eksa Technology Pvt. Ltd.
14.7 HP, Inc.
14.8 Kingston Technology Co., Inc.
14.9 Kotion Electronic
14.10 KYE System Corp (Genius)
14.11 Lenovo Group Ltd.
14.12 Logitech International SA, Mad Catz Global Ltd.
14.13 Plantronics, Inc.
14.14 Razer, Inc.
14.15 Sennheiser Electronic GmbH & Co. KG
14.16 Sentey, Inc.
14.17 Shenzhen Sades Digital Technology Co. Ltd.
14.18 Sony Group Corp.
14.19 SteelSeries ApS
14.20 Turtle Beach Corp.
15 Appendix
15.1 Questionnaire

Companies Mentioned

  • 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.
  • Kotion Electronic
  • KYE System Corp (Genius)
  • Lenovo Group Ltd.
  • Logitech International SA, Mad Catz Global Ltd.
  • Plantronics, Inc.
  • Razer, Inc.
  • Sennheiser Electronic GmbH & Co. KG
  • Sentey, Inc.
  • Shenzhen Sades Digital Technology Co. Ltd.
  • Sony Group Corp.
  • SteelSeries ApS
  • Turtle Beach Corp.

Table Information