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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,游戏活动和虚拟现实创新的受欢迎程度将推动全球游戏耳机市场的复合年增长率为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/--《全球游戏耳机市场(2023-2028)(按产品类型、应用、平台和地理位置划分)、竞争分析、经济放缓的影响和即将到来的衰退》报告已添加到Research andMarkets.com的献祭。

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%.

据估计,全球游戏耳机市场4.75亿美元2023年,预计将达到792亿美元到2028年,年复合增长率为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?

竞争象限

该报告包括竞争象限,这是一种专有工具,用于根据公司的行业地位得分和市场表现得分来分析和评估公司的地位。该工具使用各种因素将球员分为四类。其中一些考虑用于分析的因素包括过去3年的财务业绩、增长战略、创新分数、新产品发布、投资、市场份额增长等。

安索夫分析

该报告对全球游戏耳机市场进行了详细的安索夫矩阵分析。安索夫矩阵,也被称为产品/市场扩展网格,是用于设计公司增长战略的战略工具。该矩阵可用于评估四种战略中的方法。市场开发、市场渗透、产品开发和多元化。该矩阵还用于风险分析,以了解每种方法所涉及的风险。

该分析师使用安索夫矩阵分析全球游戏耳机市场,以提供公司可以采取的最佳方法来改善其市场地位。

基于对行业和行业参与者进行的SWOT分析,分析师制定了适合市场增长的策略。

为什么要买这份报告?

  • 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.
  • 该报告对全球游戏耳机市场进行了全面评估。该报告包括深入的定性分析、来自可靠来源的可核实数据以及对市场规模的预测。这些预测是使用经过验证的研究方法来计算的。
  • 这份报告是通过广泛的初级和次级研究编写的。主要的研究是通过采访、调查和观察业内知名人士进行的。
  • 该报告使用波特的五种力量模型、PESTLE分析和安索夫矩阵对市场进行了深入的分析。此外,新冠肺炎的影响以及经济放缓和即将到来的衰退对市场的影响也在报告中。
  • 该报告还包括行业的监管情景,这将帮助您做出明智的决定。该报告讨论了不同地区对这一部门实施的主要监管机构和主要规章制度。
  • 该报告还包含使用分析师的竞争定位工具--定位象限进行的竞争分析。

Report Highlights:

报告要点:

  • 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
  • 对市场的完整分析,包括母公司行业
  • 重要的市场动态和趋势
  • 市场细分
  • 基于价值和交易量的市场历史、当前和预测规模
  • 主要参与者的市场份额和战略
  • 对企业加强市场立足点的建议

Market Dynamics

市场动态

Drivers:

驱动因素:

  • Growth in the global e-sports market
  • Growing population of gamers
  • Ongoing technological innovation such as VR headset displays
  • 全球电子竞技市场的增长
  • 不断增长的游戏玩家数量
  • 正在进行的技术创新,如VR耳机显示屏

Restraints:

限制:

  • Price associated with gaming-specific headsets
  • 与游戏专用耳机相关的价格

Opportunities:

机会:

  • Increasing technological advancement in gaming equipment
  • Innovative product launches of gaming headsets in the market
  • Popularity of gaming events and competitions
  • 不断提高游戏设备的技术进步
  • 游戏耳机在市场上推出创新产品
  • 游戏项目和比赛的受欢迎程度

Challenges:

挑战:

  • Easy availability of counterfeit products
  • 假冒产品随处可得

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.
  • 华硕电脑有限公司
  • Audio Technica美国公司
  • 海盗船游戏公司
  • 创新科技有限公司。
  • 戴尔技术公司
  • 埃克萨科技有限公司。
  • 惠普公司
  • 金斯敦科技有限公司
  • 科廷电子
  • Kye系统公司(Genius)
  • 联想集团股份有限公司。
  • 罗技国际公司,Mad Catz Global Ltd.
  • Plantronics,Inc.
  • Razer公司
  • 森海塞尔电子股份有限公司
  • 森蒂,Inc.
  • 深圳市赛德斯数码科技有限公司。
  • 索尼集团。
  • SteelSeries APS
  • 海龟海滩公司

Market Segmentation

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

市场细分

全球游戏耳机市场根据产品类型、应用、平台和地理位置进行细分。

  • 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.
  • 根据产品类型,市场分为有线游戏耳机和无线游戏耳机。
  • 根据应用,市场分为多平台游戏、PC/MAC游戏和游戏机游戏。
  • 根据平台,市场分为游戏机耳机、多平台游戏耳机和PC或Mac游戏耳机。
  • 根据地理位置,该市场分为美洲、欧洲中东&非洲亚太

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