1 Market Overview
1.1 Game Headphone Introduction
1.2 Market Analysis by Type
1.2.1 Overview: Global Game Headphone Revenue by Type: 2017 Versus 2021 Versus 2028
1.2.2 Wired
1.2.3 Wireless
1.3 Market Analysis by Application
1.3.1 Overview: Global Game Headphone Revenue by Application: 2017 Versus 2021 Versus 2028
1.3.2 Game Events
1.3.3 Amateur Players
1.4 Global Game Headphone Market Size & Forecast
1.4.1 Global Game Headphone Sales in Value (2017 & 2021 & 2028)
1.4.2 Global Game Headphone Sales in Volume (2017-2028)
1.4.3 Global Game Headphone Price (2017-2028)
1.5 Global Game Headphone Production Capacity Analysis
1.5.1 Global Game Headphone Total Production Capacity (2017-2028)
1.5.2 Global Game Headphone Production Capacity by Geographic Region
1.6 Market Drivers, Restraints and Trends
1.6.1 Game Headphone Market Drivers
1.6.2 Game Headphone Market Restraints
1.6.3 Game Headphone Trends Analysis
2 Manufacturers Profiles
2.1 HyperX
2.1.1 HyperX Details
2.1.2 HyperX Major Business
2.1.3 HyperX Game Headphone Product and Services
2.1.4 HyperX Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.2 Sennheiser
2.2.1 Sennheiser Details
2.2.2 Sennheiser Major Business
2.2.3 Sennheiser Game Headphone Product and Services
2.2.4 Sennheiser Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.3 ASTRO
2.3.1 ASTRO Details
2.3.2 ASTRO Major Business
2.3.3 ASTRO Game Headphone Product and Services
2.3.4 ASTRO Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.4 SteelSeries
2.4.1 SteelSeries Details
2.4.2 SteelSeries Major Business
2.4.3 SteelSeries Game Headphone Product and Services
2.4.4 SteelSeries Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.5 Creative Sound
2.5.1 Creative Sound Details
2.5.2 Creative Sound Major Business
2.5.3 Creative Sound Game Headphone Product and Services
2.5.4 Creative Sound Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.6 Logitech
2.6.1 Logitech Details
2.6.2 Logitech Major Business
2.6.3 Logitech Game Headphone Product and Services
2.6.4 Logitech Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.7 Sentey
2.7.1 Sentey Details
2.7.2 Sentey Major Business
2.7.3 Sentey Game Headphone Product and Services
2.7.4 Sentey Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.8 Razer
2.8.1 Razer Details
2.8.2 Razer Major Business
2.8.3 Razer Game Headphone Product and Services
2.8.4 Razer Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.9 Philips
2.9.1 Philips Details
2.9.2 Philips Major Business
2.9.3 Philips Game Headphone Product and Services
2.9.4 Philips Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.10 Beyerdynamic
2.10.1 Beyerdynamic Details
2.10.2 Beyerdynamic Major Business
2.10.3 Beyerdynamic Game Headphone Product and Services
2.10.4 Beyerdynamic Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.11 Audio Technica
2.11.1 Audio Technica Details
2.11.2 Audio Technica Major Business
2.11.3 Audio Technica Game Headphone Product and Services
2.11.4 Audio Technica Game Headphone Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
3 Game Headphone Breakdown Data by Manufacturer
3.1 Global Game Headphone Sales in Volume by Manufacturer (2019, 2020, 2021, and 2022)
3.2 Global Game Headphone Revenue by Manufacturer (2019, 2020, 2021, and 2022)
3.3 Key Manufacturer Market Position in Game Headphone
3.4 Market Concentration Rate
3.4.1 Top 3 Game Headphone Manufacturer Market Share in 2021
3.4.2 Top 6 Game Headphone Manufacturer Market Share in 2021
3.5 Global Game Headphone Production Capacity by Company: 2021 VS 2022
3.6 Manufacturer by Geography: Head Office and Game Headphone Production Site
3.7 New Entrant and Capacity Expansion Plans
3.8 Mergers & Acquisitions
4 Market Analysis by Region
4.1 Global Game Headphone Market Size by Region
4.1.1 Global Game Headphone Sales in Volume by Region (2017-2028)
4.1.2 Global Game Headphone Revenue by Region (2017-2028)
4.2 North America Game Headphone Revenue (2017-2028)
4.3 Europe Game Headphone Revenue (2017-2028)
4.4 Asia-Pacific Game Headphone Revenue (2017-2028)
4.5 South America Game Headphone Revenue (2017-2028)
4.6 Middle East and Africa Game Headphone Revenue (2017-2028)
5 Market Segment by Type
5.1 Global Game Headphone Sales in Volume by Type (2017-2028)
5.2 Global Game Headphone Revenue by Type (2017-2028)
5.3 Global Game Headphone Price by Type (2017-2028)
6 Market Segment by Application
6.1 Global Game Headphone Sales in Volume by Application (2017-2028)
6.2 Global Game Headphone Revenue by Application (2017-2028)
6.3 Global Game Headphone Price by Application (2017-2028)
7 North America by Country, by Type, and by Application
7.1 North America Game Headphone Sales by Type (2017-2028)
7.2 North America Game Headphone Sales by Application (2017-2028)
7.3 North America Game Headphone Market Size by Country
7.3.1 North America Game Headphone Sales in Volume by Country (2017-2028)
7.3.2 North America Game Headphone Revenue by Country (2017-2028)
7.3.3 United States Market Size and Forecast (2017-2028)
7.3.4 Canada Market Size and Forecast (2017-2028)
7.3.5 Mexico Market Size and Forecast (2017-2028)
8 Europe by Country, by Type, and by Application
8.1 Europe Game Headphone Sales by Type (2017-2028)
8.2 Europe Game Headphone Sales by Application (2017-2028)
8.3 Europe Game Headphone Market Size by Country
8.3.1 Europe Game Headphone Sales in Volume by Country (2017-2028)
8.3.2 Europe Game Headphone Revenue by Country (2017-2028)
8.3.3 Germany Market Size and Forecast (2017-2028)
8.3.4 France Market Size and Forecast (2017-2028)
8.3.5 United Kingdom Market Size and Forecast (2017-2028)
8.3.6 Russia Market Size and Forecast (2017-2028)
8.3.7 Italy Market Size and Forecast (2017-2028)
9 Asia-Pacific by Region, by Type, and by Application
9.1 Asia-Pacific Game Headphone Sales by Type (2017-2028)
9.2 Asia-Pacific Game Headphone Sales by Application (2017-2028)
9.3 Asia-Pacific Game Headphone Market Size by Region
9.3.1 Asia-Pacific Game Headphone Sales in Volume by Region (2017-2028)
9.3.2 Asia-Pacific Game Headphone Revenue by Region (2017-2028)
9.3.3 China Market Size and Forecast (2017-2028)
9.3.4 Japan Market Size and Forecast (2017-2028)
9.3.5 Korea Market Size and Forecast (2017-2028)
9.3.6 India Market Size and Forecast (2017-2028)
9.3.7 Southeast Asia Market Size and Forecast (2017-2028)
9.3.8 Australia Market Size and Forecast (2017-2028)
10 South America by Region, by Type, and by Application
10.1 South America Game Headphone Sales by Type (2017-2028)
10.2 South America Game Headphone Sales by Application (2017-2028)
10.3 South America Game Headphone Market Size by Country
10.3.1 South America Game Headphone Sales in Volume by Country (2017-2028)
10.3.2 South America Game Headphone Revenue by Country (2017-2028)
10.3.3 Brazil Market Size and Forecast (2017-2028)
10.3.4 Argentina Market Size and Forecast (2017-2028)
11 Middle East & Africa by Country, by Type, and by Application
11.1 Middle East & Africa Game Headphone Sales by Type (2017-2028)
11.2 Middle East & Africa Game Headphone Sales by Application (2017-2028)
11.3 Middle East & Africa Game Headphone Market Size by Country
11.3.1 Middle East & Africa Game Headphone Sales in Volume by Country (2017-2028)
11.3.2 Middle East & Africa Game Headphone Revenue by Country (2017-2028)
11.3.3 Turkey Market Size and Forecast (2017-2028)
11.3.4 Egypt Market Size and Forecast (2017-2028)
11.3.5 Saudi Arabia Market Size and Forecast (2017-2028)
11.3.6 South Africa Market Size and Forecast (2017-2028)
12 Raw Material and Industry Chain
12.1 Raw Material of Game Headphone and Key Manufacturers
12.2 Manufacturing Costs Percentage of Game Headphone
12.3 Game Headphone Production Process
12.4 Game Headphone Industrial Chain
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.2 Game Headphone Typical Distributors
13.3 Game Headphone Typical Customers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Research Process and Data Source
15.3 Disclaimer
世界のゲームヘッドホン市場2022年:有線、無線 |
【英語タイトル】Global Game Headphone Market 2022 by Manufacturers, Regions, Type and Application, Forecast to 2028 | |
・商品コード:GIR22NO7385 ・発行会社(調査会社):GlobalInfoResearch ・発行日:2022年11月2日(※2025年版があります。お問い合わせください。) ・ページ数:100 ・レポート言語:英語 ・レポート形式:PDF ・納品方法:Eメール(注文後2-3日) ・調査対象地域:グローバル ・産業分野:電子&半導体 |
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ゲームヘッドホン市場レポートは、世界の市場規模、地域および国レベルの市場規模、セグメント市場の成長性、市場シェア、競争環境、販売分析、国内および世界の市場プレーヤーの影響、バリューチェーンの最適化、最近の動向、機会分析、市場成長の戦略的な分析、製品発売、地域市場の拡大などに関する情報を提供します。 GlobalInfoResearchの最新の調査によると、世界のゲームヘッドホンの市場規模は2021年のxxx米ドルから2028年にはxxx米ドルと推定され、xxx%の成長率で成長すると予想されます。 ゲームヘッドホン市場は種類と用途によって区分されます。2017年~2028年において、量と金額の観点から種類別および用途別セグメントの売上予測データを提供します。この分析は、適格なニッチ市場をターゲットにすることでビジネスを拡大するのに役立ちます。 種類別セグメントは次をカバーします。 ・有線、無線 用途別セグメントは次のように区分されます。 ・ゲームイベント、アマチュアプレイヤー 世界のゲームヘッドホン市場の主要な市場プレーヤーは以下のとおりです。 ・HyperX、Sennheiser、ASTRO、SteelSeries、Creative Sound、Logitech、Sentey、Razer、Philips、Beyerdynamic、Audio Technica 地域別セグメントは次の地域・国をカバーします。 ・北米(米国、カナダ、メキシコ) ・ヨーロッパ(ドイツ、フランス、イギリス、ロシア、イタリア) ・アジア太平洋(日本、中国、韓国、インド、東南アジア、オーストラリア) ・南アメリカ(ブラジル、アルゼンチン、コロンビア) ・中東およびアフリカ(サウジアラビア、UAE、エジプト、南アフリカ) 本調査レポートの内容は計15章あります。 ・第1章では、ゲームヘッドホン製品の調査範囲、市場の概要、市場の成長要因・阻害要因、および市場動向について説明します。 ・第2章では、主要なゲームヘッドホンメーカーの企業概要、2019年~2022年までのゲームヘッドホンの価格、販売量、売上、市場シェアを掲載しています。 ・第3章では、主要なゲームヘッドホンメーカーの競争状況、販売量、売上、世界市場シェアが重点的に比較分析されています。 ・第4章では、2017年~2028年までの地域別ゲームヘッドホンの販売量、売上、成長性を示しています。 ・第5、6章では、2017年~2028年までのゲームヘッドホンの種類別と用途別の市場規模、市場シェアと成長率を掲載しています。 ・第7、8、9、10、11章では、2017年~2022年までの世界の主要国での販売量、売上、市場シェア、並びに2023年~2028年までの主要地域でのゲームヘッドホン市場予測を収録しています。 ・第12章では、主要な原材料、主要なサプライヤー、およびゲームヘッドホンの産業チェーンを掲載しています。 ・第13、14、15章では、ゲームヘッドホンの販売チャネル、販売業者、顧客、調査結果と結論、付録、データソースなどについて説明します。 ***** 目次(一部) ***** ・市場概要 - ゲームヘッドホンの概要 - 種類別分析(2017年vs2021年vs2028年):有線、無線 - 用途別分析(2017年vs2021年vs2028年):ゲームイベント、アマチュアプレイヤー - 世界のゲームヘッドホン市場規模・予測 - 世界のゲームヘッドホン生産能力分析 - 市場の成長要因・阻害要因・動向 ・メーカー情報(企業概要、製品概要、販売量、価格、売上) - HyperX、Sennheiser、ASTRO、SteelSeries、Creative Sound、Logitech、Sentey、Razer、Philips、Beyerdynamic、Audio Technica ・メーカー別市場シェア・市場集中度 ・地域別市場分析2017年-2028年 ・種類別分析2017年-2028年:有線、無線 ・用途別分析2017年-2028年:ゲームイベント、アマチュアプレイヤー ・ゲームヘッドホンの北米市場 - 種類別市場規模2017年-2028年 - 用途別市場規模2017年-2028年 - 主要国別市場規模:アメリカ、カナダ、メキシコなど ・ゲームヘッドホンのヨーロッパ市場 - 種類別市場規模2017年-2028年 - 用途別市場規模2017年-2028年 - 主要国別市場規模:ドイツ、イギリス、フランス、ロシア、イタリアなど ・ゲームヘッドホンのアジア市場 - 種類別市場規模2017年-2028年 - 用途別市場規模2017年-2028年 - 主要国別市場規模:中国、日本、韓国、インド、東南アジア、オーストラリアなど ・ゲームヘッドホンの南米市場 - 種類別市場規模2017年-2028年 - 用途別市場規模2017年-2028年 - 主要国別市場規模:ブラジル、アルゼンチンなど ・ゲームヘッドホンの中東・アフリカ市場 - 種類別市場規模2017年-2028年 - 用途別市場規模2017年-2028年 - 主要国別市場規模:サウジアラビア、トルコ、エジプト、南アフリカなど ・原材料および産業チェーン ・販売チャネル、流通業者・代理店、顧客リスト ・調査の結果・結論 |
The Game Headphone market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.
According to our (Global Info Research) latest study, due to COVID-19 pandemic, the global Game Headphone market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of USD million by 2028 with a CAGR of % during review period. Game Events accounting for % of the Game Headphone global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While Wired segment is altered to a % CAGR between 2022 and 2028.
Global key manufacturers of Game Headphone include HyperX, Sennheiser, ASTRO, SteelSeries, and Creative Sound, etc. In terms of revenue, the global top four players hold a share over % in 2021.
Market segmentation
Game Headphone market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type, covers
Wired
Wireless
Market segment by Application can be divided into
Game Events
Amateur Players
The key market players for global Game Headphone market are listed below:
HyperX
Sennheiser
ASTRO
SteelSeries
Creative Sound
Logitech
Sentey
Razer
Philips
Beyerdynamic
Audio Technica
Market segment by region, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe Game Headphone product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top manufacturers of Game Headphone, with price, sales, revenue and global market share of Game Headphone from 2019 to 2022.
Chapter 3, the Game Headphone competitive situation, sales, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Game Headphone breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2017 to 2028.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2017 to 2028.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales, revenue and market share for key countries in the world, from 2017 to 2022.and Game Headphone market forecast, by regions, type and application, with sales and revenue, from 2023 to 2028.
Chapter 12, the key raw materials and key suppliers, and industry chain of Game Headphone.
Chapter 13, 14, and 15, to describe Game Headphone sales channel, distributors, customers, research findings and conclusion, appendix and data source.
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