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Rising Popularity of Gaming Events and VR Innovations Propel Global Gaming Headset Market at a CAGR of 10.76% by 2028

Rising Popularity of Gaming Events and VR Innovations Propel Global Gaming Headset Market at a CAGR of 10.76% by 2028

到2028年,遊戲活動和虛擬現實創新的受歡迎程度將推動全球遊戲耳機市場的複合年增長率爲10.76%
PR Newswire ·  2023/08/09 12:15

DUBLIN, Aug. 9, 2023 /PRNewswire/ -- The "Global Gaming Headset Market (2023-2028) by Product Type, Application, Platform, and Geography, Competitive Analysis, Impact of Economic Slowdown & Impending Recession with Ansoff Analysis" report has been added to ResearchAndMarkets.com's offering.

都柏林2023年8月9日/美通社/--《全球遊戲耳機市場(2023-2028)(按產品類型、應用、平臺和地理位置劃分)、競爭分析、經濟放緩的影響和即將到來的衰退》報告已添加到Research andMarkets.com的獻祭。

The Global Gaming Headset Market is estimated to be USD 4.75 Bn in 2023 and is expected to reach USD 7.92 Bn by 2028, growing at a CAGR of 10.76%.

據估計,全球遊戲耳機市場4.75億美元2023年,預計將達到792億美元到2028年,年復合增長率為10.76%。

Competitive Quadrant

The report includes a 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 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 analyst 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 analyst has devised suitable strategies for market growth.

Why buy this report?

競爭象限

該報告包括競爭象限,這是一種專有工具,用於根據公司的行業地位得分和市場表現得分來分析和評估公司的地位。該工具使用各種因素將球員分為四類。其中一些考慮用於分析的因素包括過去3年的財務業績、增長戰略、創新分數、新產品發佈、投資、市場份額增長等。

安索夫分析

該報告對全球遊戲耳機市場進行了詳細的安索夫矩陣分析。安索夫矩陣,也被稱為產品/市場擴展網格,是用於設計公司增長戰略的戰略工具。該矩陣可用於評估四種戰略中的方法。市場開發、市場滲透、產品開發和多元化。該矩陣還用於風險分析,以瞭解每種方法所涉及的風險。

該分析師使用安索夫矩陣分析全球遊戲耳機市場,以提供公司可以採取的最佳方法來改善其市場地位。

基於對行業和行業參與者進行的SWOT分析,分析師制定了適合市場增長的策略。

為什麼要買這份報告?

  • 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 a competitive analysis using Positioning Quadrants, the analyst's competitive positioning tool.
  • 該報告對全球遊戲耳機市場進行了全面評估。該報告包括深入的定性分析、來自可靠來源的可核實數據以及對市場規模的預測。這些預測是使用經過驗證的研究方法來計算的。
  • 這份報告是通過廣泛的初級和次級研究編寫的。主要的研究是通過採訪、調查和觀察業內知名人士進行的。
  • 該報告使用波特的五種力量模型、PESTLE分析和安索夫矩陣對市場進行了深入的分析。此外,新冠肺炎的影響以及經濟放緩和即將到來的衰退對市場的影響也在報告中。
  • 該報告還包括行業的監管情景,這將幫助您做出明智的決定。該報告討論了不同地區對這一部門實施的主要監管機構和主要規章制度。
  • 該報告還包含使用分析師的競爭定位工具--定位象限進行的競爭分析。

Report Highlights:

報告要點:

  • A complete analysis of the market, including the 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
  • 對市場的完整分析,包括母公司行業
  • 重要的市場動態和趨勢
  • 市場細分
  • 基於價值和交易量的市場歷史、當前和預測規模
  • 主要參與者的市場份額和戰略
  • 對企業加強市場立足點的建議

Market Dynamics

市場動態

Drivers:

驅動因素:

  • Growth in the global e-sports market
  • Growing population of gamers
  • Ongoing technological innovation such as VR headset displays
  • 全球電子競技市場的增長
  • 不斷增長的遊戲玩家數量
  • 正在進行的技術創新,如VR耳機顯示幕

Restraints:

限制:

  • Price associated with gaming-specific headsets
  • 與遊戲專用耳機相關的價格

Opportunities:

機會:

  • Increasing technological advancement in gaming equipment
  • Innovative product launches of gaming headsets in the market
  • Popularity of gaming events and competitions
  • 不斷提高遊戲設備的技術進步
  • 遊戲耳機在市場上推出創新產品
  • 遊戲專案和比賽的受歡迎程度

Challenges:

挑戰:

  • Easy availability of counterfeit products
  • 假冒產品隨處可得

Companies Mentioned

提到的公司

  • 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.
  • 華碩電腦有限公司
  • Audio Technica美國公司
  • 海盜船遊戲公司
  • 創新科技有限公司。
  • 戴爾技術公司
  • 埃克薩科技有限公司。
  • 惠普公司
  • 金斯敦科技有限公司
  • 科廷電子
  • Kye系統公司(Genius)
  • 聯想集團股份有限公司。
  • 羅技國際公司,Mad Catz Global Ltd.
  • Plantronics,Inc.
  • Razer公司
  • 森海塞爾電子股份有限公司
  • 森蒂,Inc.
  • 深圳市賽德斯數碼科技有限公司。
  • 索尼集團。
  • SteelSeries APS
  • 海龜海灘公司

Market Segmentation

The Global Gaming Headset Market is segmented based on Product Type, Application, Platform, and Geography.

市場細分

全球遊戲耳機市場根據產品類型、應用、平臺和地理位置進行細分。

  • 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.
  • 根據產品類型,市場分為有線遊戲耳機和無線遊戲耳機。
  • 根據應用,市場分為多平臺遊戲、PC/MAC遊戲和遊戲機遊戲。
  • 根據平臺,市場分為遊戲機耳機、多平臺遊戲耳機和PC或Mac遊戲耳機。
  • 根據地理位置,該市場分為美洲、歐洲中東&非洲亞太

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