About Gaming Headset
Gaming headset are specially designed peripherals, which include high-quality headphones and microphones used by gamers while playing games. These headsets are designed to block the ambient noises and to provide extra comfort to the games.
Technavio’s analysts forecast the Global Gaming Headset Market to grow at a CAGR of 7.41% during the period 2018-2022.
Covered in this report
The report covers the present scenario and the growth prospects of the gaming headset market. To calculate the market size, the report considers the revenue generated from the sales of gaming headset.
The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA
Technavio's report, gaming headset market 2018-2022, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Key vendors
• CORSAIR
• SteelSeries
• ROCCAT STUDIOS
• Razer
• Turtle Beach
Market driver
• Growth in e-sports market
• For a full, detailed list, view our report
Market challenge
• Counterfeit products
• For a full, detailed list, view our report
Market trend
• Compatibility with artificial intelligence
• For a full, detailed list, view our report
Key questions answered in this report
• What will the market size be in 2022 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the key vendors in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?
You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.
PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: RESEARCH METHODOLOGY
PART 04: MARKET LANDSCAPE
• Market ecosystem
• Market characteristics
• Market segmentation analysis
PART 05: MARKET SIZING
• Market definition
• Market sizing 2017
• Market size and forecast 2017-2022
PART 06: FIVE FORCES ANALYSIS
• Bargaining power of buyers
• Bargaining power of suppliers
• Threat of new entrants
• Threat of substitutes
• Threat of rivalry
• Market condition
PART 07: MARKET SEGMENTATION BY TECHNOLOGY
• Segmentation by platform
• Comparison by platform
• Multi-platform gaming headsets – Market size and forecast
• PC/Mac gaming headsets – Market size and forecast
• Console gaming headsets
• Market opportunity by platform
PART 08: MARKET SEGMENTATION BY TECHNOLOGY
• Segmentation by technology
• Comparison by technology
• Wired gaming headsets – Market size and forecast 2018-2022
• Wireless gaming headsets – Market size and forecast 2017-2022
• Market opportunity by technology
PART 09: CUSTOMER LANDSCAPE
PART 10: REGIONAL LANDSCAPE
• Geographical segmentation
• Regional comparison
• Americas – Market size and forecast 2018-2022
• APAC – Market size and forecast 2017-2022
• EMEA – Market size and forecast 2017-2022
• Key leading countries
• Market opportunity
PART 11: DECISION FRAMEWORK
PART 12: DRIVERS AND CHALLENGES
• Market drivers
• Market challenges
PART 13: MARKET TRENDS
• Headsets with equalization mode
• Compatibility with artificial intelligence
• Free-to-play games for console platform
PART 14: VENDOR LANDSCAPE
• Overview
• Landscape disruption
PART 15: VENDOR ANALYSIS
• Vendors covered
• Vendor classification
• Market positioning of vendors
• CORSAIR
• SteelSeries
• ROCCAT STUDIOS
• Razer
• Turtle Beach
PART 16: APPENDIX
• List of abbreviations
Exhibit 01: Parent market
Exhibit 02: Global gaming peripheral market
Exhibit 03: Market characteristics
Exhibit 05: Market definition – Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global – Market size and forecast 2017-2022 ($ mn)
Exhibit 09: Global – Year-over-year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Market condition - Five forces 2017
Exhibit 17: Platform – Market share 2017-2022 (%)
Exhibit 18: Comparison by platform
Exhibit 19: Multi-platform gaming headsets – Market size and forecast 2017-2022 ($ mn)
Exhibit 20: Multi-platform gaming headsets – Year-over-year growth 2018-2022 (%)
Exhibit 21: PC/Mac gaming headsets – Market size and forecast 2017-2022 ($ mn)
Exhibit 22: PC/Mac gaming headsets– Year-over-year growth 2018-2022 (%)
Exhibit 23: Console gaming headsets – Market size and forecast 2017-2022 ($ mn)
Exhibit 24: Console gaming headsets – Year-over-year growth 2018-2022 (%)
Exhibit 25: Market opportunity by platform
Exhibit 26: Technology– Market share 2017-2022 (%)
Exhibit 27: Comparison by technology
Exhibit 28: Wired gaming headsets – Market size and forecast 2018-2022 ($ mn)
Exhibit 29: Wired gaming headsets – Year-over-year growth 2018-2022 (%)
Exhibit 30: Wireless gaming headsets – Market size and forecast 2017-2022 ($ mn)
Exhibit 31: Wireless gaming headsets – Year-over-year growth 2018-2022 (%)
Exhibit 32: Market opportunity by technology
Exhibit 33: Customer landscape
Exhibit 34: Global – Market share by geography 2017-2022 (%)
Exhibit 35: Regional comparison
Exhibit 36: Americas – Market size and forecast 2017-2022 ($ mn)
Exhibit 37: Americas – Year-over-year growth 2018-2022 (%)
Exhibit 38: Top 3 countries in Americas
Exhibit 39: APAC – Market size and forecast 2017-2022 ($ mn)
Exhibit 40: APAC – Year-over-year growth 2018-2022 (%)
Exhibit 41: Top 3 countries in APAC
Exhibit 42: EMEA – Market size and forecast 2017-2022 ($ mn)
Exhibit 43: EMEA – Year-over-year growth 2018-2022 (%)
Exhibit 44: Top 3 countries in EMEA
Exhibit 45: Key leading countries
Exhibit 46: Market opportunity
Exhibit 47: Vendor landscape
Exhibit 48: Landscape disruption
Exhibit 49: Vendors covered
Exhibit 50: Vendor classification
Exhibit 50: Market positioning of vendors
Exhibit 51: Vendor overview
Exhibit 52: CORSAIR – Business segments
Exhibit 53: CORSAIR – Organizational developments
Exhibit 54: CORSAIR – Geographic focus
Exhibit 55: CORSAIR – Segment focus
Exhibit 56: CORSAIR – Key offerings
Exhibit 57: Vendor overview
Exhibit 58: SteelSeries – Business segments
Exhibit 59: SteelSeries – Organizational developments
Exhibit 60: SteelSeries – Geographic focus
Exhibit 61: SteelSeries – Segment focus
Exhibit 62: SteelSeries – Key offerings
Exhibit 63: Vendor overview
Exhibit 64: ROCCAT STUDIOS– Business segments
Exhibit 65: ROCCAT STUDIOS – Organizational developments
Exhibit 66: ROCCAT STUDIOS – Geographic focus
Exhibit 67: ROCCAT STUDIOS – Segment focus
Exhibit 68: ROCCAT STUDIOS – Key offerings
Exhibit 69: Vendor overview
Exhibit 70: Razer – Business segments
Exhibit 71: Razer – Organizational developments
Exhibit 72: Razer – Geographic focus
Exhibit 73: Razer – Segment focus
Exhibit 74: Razer – Key offerings
Exhibit 75: Vendor overview
Exhibit 76: Turtle Beach – Business segments
Exhibit 77: Turtle Beach – Organizational developments
Exhibit 78: Turtle Beach – Geographic focus
Exhibit 79: Turtle Beach – Segment focus
Exhibit 80: Turtle Beach – Key offerings
CORSAIR, SteelSeries, ROCCAT STUDIOS, Razer, and Turtle Beach