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Gaming Headset Market (Platform - Multi-platform Gaming Headsets, PC/Mac Gaming Headsets, and Console Gaming Headsets; Technology - Wired Gaming Headsets, and Wireless Gaming Headset): Global Industry Analysis, Trends, Size, Share and Forecasts to 2026

  • Published : February, 2021

  • Rep Id : CGP0173

  • Category : Electronics, ICT and Semiconductors

  • Status : Published

A recent report published by Infinium Global Research on gaming headset market provides an in-depth analysis of segments and sub-segments in the global as well as regional gaming headset market. The study also highlights the impact of drivers, restraints, and macro indicators on the global and regional gaming headset market over the short term as well as long term. The report is a comprehensive presentation of trends, forecast and dollar values of the global gaming headset market. According to the report, the global gaming headset market is projected to grow at a CAGR of 7.50% over the forecast period of 2020-2026.


Market Insight

The gaming industry and its accessories are growing and becoming older day by day. As the gaming industry is growing, the demand for peripheral accessories used for gaming such as a mouse, keyboard, gaming controller, headsets, and others is also growing. These accessories offer an enhanced gaming experience to the consumers by providing better control and high-quality audio and visuals. Gaming headsets being one of the important components are used as peripherals, which comprise microphones and headphones used by gamers during playing games. These headsets are distinguished from their music counterpart in terms of the audio quality, audio effects, and noise cancelation feature. Moreover, these headsets normally come with an integrated microphone. Many of the gaming headsets have buttons and scrolls for controlling volume, bass, and noise cancellation feature and are used with all types of gaming consoles and computers. Additionally, the current concern over the spread of coronavirus is also expected to have a moderate impact on the gaming headset market. The COVID-19 pandemic led to stringent lockdowns in several parts of the world in order to control the spread of a novel virus. The global economy was at a halt during the pandemic, as several industries faced difficulties throughout their supply chains due to the lockdowns and concerns over the spread of disease. Many companies had to stop or reduce their business operations, while the supply of raw materials and finished goods were hampered during the period of a pandemic. Furthermore, demand for several non-essential products had declined during the pandemic, due to economic uncertainty loss of income.


The gaming headset is gaining traction in the market due to the rising number of gamers, the growing popularity of gaming accessories, and the growing need for an improved gaming experience by the consumers. Gaming headsets are one of the most important accessories used for gaming and it alone represents more than 70% of the total gaming peripherals market. The gaming headset market is an extremely crowded market. Presently, it is one of the most saturated peripheral markets and pricing is very competitive from manufacturers and retailers alike. In addition, the introduction of headsets with cross platforms, generations, and different connection types, which shows an enormous multitude of headsets competing in the market place. Moreover, growing inclination towards squad games, for example, Fortnite, PUBG, and Overwatch among the youth population have led to the growth of the market. On the contrary, the easy availability of counterfeit products providing a drastic increase in the number of fakes headsets available has been observed due to the growth of the online channels is anticipated to hamper the market growth.


Among the geographies, the North America region is expected to hold the largest share in the global gaming headset market. The industry is expected to offer huge opportunities for gaming headset market growth on account of the presence of numerous key players. Also, the region has a strong base of technology which boosts the market growth. Furthermore, the Asia Pacific region is anticipated to witness high growth in the gaming headset market during the forecast period. The inclination towards advanced consumer electronic devices and increasing investment in gaming devices by companies is augmenting the demand for gaming headsets in this region which leads to boost the market growth during the projection period.


Segment Covered

The report on global gaming headset market covers segments such as platform, and technology. On the basis of platform, the sub-markets include multi-platform gaming headsets, PC/Mac gaming headsets, and console gaming headsets. On the basis of technology, the sub-markets include wired gaming headsets, and wireless gaming headset.


Gaming Headset Market

Companies Profiled:

The report provides profiles of the companies in the market such as Mad Catz, Cooler Master Technology Inc., Creative Technology Ltd., Audio-Technica Ltd., Inc., SteelSeries, Logitech International S.A., Microsoft Corporation, Razer Inc., Skullcandy, Inc., and Sennheiser electronic GmbH & Co. KG.


Report Highlights:

The report provides deep insights into the demand forecasts, market trends, and micro and macro indicators. In addition, this report provides insights into the factors that are driving and restraining the growth in this market. Moreover, The IGR-Growth Matrix analysis given in the report brings an insight into the investment areas that existing or new market players can consider. The report provides insights into the market using analytical tools such as Porter's five forces analysis and DRO analysis of gaming headset market. Moreover, the study highlights current market trends and provides forecast from 2020-2026. We also have highlighted future trends in the market that will affect the demand during the forecast period. Moreover, the competitive analysis given in each regional market brings an insight into the market share of the leading players.

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