Report Summary
Eternity Insights has published a new study on Global Gaming Headsets Market focusing on key segments By Price (Under US$ 10, US$ 11- US$15, US$16- US$ 25, US$26-US$35, Above US$36), By Technology (Wired Gaming Headset, Wireless Gaming Headset), By Application (PC/MAC Gaming Headset, Console Gaming Headset, Multiplatform Gaming Headset), By Distribution Channel (Online, Offline), and by region. This deep dive research report highlights the market and competitive intelligence across the key segments of the market. The report also considers the impact of COVID-19 on the global Gaming Headsets Market.
The report considers 2018-2020 as historic period, 2021 as base year, and 2022-2028 as forecast period. The report includes quantitative analysis of the market supported by the market drivers, challenges, and trends to accurately map the market scenario and competition. Moreover, key insights related to market having direct impact on the market will also be covered.
Gaming Headsets Market report is based on robust research methodology designed using blend of research approaches developed using secondary/desk research and validated through primary research and expert insights. Eternity Insights also uses paid databases such as FACIVA, Hoovers, and other bench-marking and forecasting tools to provide accurate statistical analysis of supply and demand trends.
Global Gaming Headsets Market Size, 2018-2028 (USD Million)

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Global Gaming Headsets Market Segmentation:
Gaming Headset Market, By Price
- Under US$ 10
- US$ 11- US$15
- US$16- US$ 25
- US$26-US$35
- Above US$36
Gaming Headset Market, By Technology
- Wired Gaming Headset
- Wireless Gaming Headset
Gaming Headset Market, By Application
- PC/MAC Gaming Headset
- Console Gaming Headset
- Multiplatform Gaming Headset
Gaming Headset Market, By Distribution Channel

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Geographically, the market is categorized in to five regions as North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa. North America region dominates the global Gaming Headsets market in terms of demand generation. The Gaming Headsets market in Asia Pacific region is expected to grow at significantly high growth rate. The regional market is further sub-segmented and analyzed at granular level across key countries. The report will include market size and forecast for Gaming Headsets market for below listed coun-tries across each region.
North America (U.S. and Canada), Europe (Germany, France, Italy, UK, Spain, and Rest of Europe), Asia Pacific (China, India, Japan, Australia, and Rest of Asia Pacific region); Latin America (Brazil, Mexico, and rest of the Latin America); Middle East and Africa (GCC, South Africa, and Rest of the Middle East and Africa).
Global Gaming Headsets Market Taxonomy:

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Global Gaming Headsets Market Competitive Landscape
The global Gaming Headsets market analysis report covers detailed analysis of competitive scenario across globe. The report includes profiles of leading players covering below details
- Company Overview
- Financial Analysis
- Product Portfolio Analysis
- Strategic Overview
- SWOT Analysis
List of Companies Profiled in the report:
- Sennheiser
- SteelSeries
- Turtle Beach
- Cooler Master
- Creative Technology
- Mad Catz
- Hyperx (Kingston)
- Corsair
- Gioteck
- Logitech
- Razer
- Roccat
- Sades
- Sentey
- Skullcandy
- Kotion Electronic
- SADES
- Somic
- ASTRO Gaming
- Audio-Technica
- Other Players of Specific Interest can be added based on the requirement
Market Segmentation
| Report Attributes |
Details |
| The market size value in 2021 |
USD XX.XX Million |
| CAGR (2021 - 2028) |
XX.XX % |
| The Revenue forecast in 2028 |
USD XX.XX Million |
| Base year for estimation |
2021 |
| Historical data |
2018-2019 |
| Forecast period |
2022-2028 |
| Quantitative units |
- Revenue in USD Million
- CAGR from 2021 to 2028
|
| Report Coverage |
Revenue forecast, company ranking, competitive landscape, growth factors, and trends |
| Segments Covered |
By Type Outlook, Application Outlook, Regional Outlook |
| By Price Outlook |
Under US$ 10, US$ 11- US$15, US$16- US$ 25, US$26-US$35, Above US$36 |
| By Application Outlook |
PC/MAC Gaming Headset, Console Gaming Headset, Multiplatform Gaming Headset |
| Regional scope |
North America, Europe, Asia Pacific, Latin America, Middle East & Africa |
| Country scope |
U.S., Canada, U.K., Germany, France, BENELUX, China, India, Japan, South Korea, Brazil, Saudi Arabia, UAE, Turkey |
| Key companies profiled |
Sennheiser, SteelSeries, Turtle Beach, Cooler Master, Creative Technology, Mad Catz, Hyperx (Kingston), Corsair, Gioteck, Logitech, Razer, Roccat, Sades, Sentey, Skullcandy, Kotion Electronic, SADES, Somic, ASTRO Gaming, Audio-Technica |
| Customization Available |
Yes, the report can be tailored to meet your specific requirements. |
Key Benefits to the stakeholders
- Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
- Provision of market value (USD Billion) and volume (Tons) data for each segment and sub-segment
- Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
- Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
- Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions and acquisitions in the past five years of companies profiled
- Extensive company profiles comprising of company overview, company insights, product benchmarking and SWOT analysis for the major market players
- The current as well as the future market outlook of the industry with respect to recent developments (which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
- Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
- Provides insight into the market through Value Chain
- Market dynamics scenario, along with growth opportunities of the market in the years to come
Table Of Contents
Table of Contents
1 Gaming Headsets Market Overview
1.1 Gaming Headsets Product Overview
1.2 Gaming Headsets Market Segment by Type
1.2.1 Wired
1.2.2 Wireless
1.3 Global Gaming Headsets Market Size by Type
1.3.1 Global Gaming Headsets Sales and Growth by Type
1.3.2 Global Gaming Headsets Sales and Market Share by Type (2014-2019)
1.3.3 Global Gaming Headsets Revenue and Market Share by Type (2014-2019)
1.3.4 Global Gaming Headsets Price by Type (2014-2019)
2 Global Gaming Headsets Market Competition by Company
2.1 Global Gaming Headsets Sales and Market Share by Company (2014-2019)
2.2 Global Gaming Headsets Revenue and Share by Company (2014-2019)
2.3 Global Gaming Headsets Price by Company (2014-2019)
2.4 Global Top Players Gaming Headsets Manufacturing Base Distribution, Sales Area, Product Types
2.5 Gaming Headsets Market Competitive Situation and Trends
2.5.1 Gaming Headsets Market Concentration Rate
2.5.2 Global Gaming Headsets Market Share of Top 5 and Top 10 Players
2.5.3 Mergers & Acquisitions, Expansion
3 Gaming Headsets Company Profiles and Sales Data
3.1 Sennheiser
3.1.1 Company Basic Information, Manufacturing Base and Competitors
3.1.2 Gaming Headsets Product Category, Application and Specification
3.1.3 Sennheiser Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.1.4 Main Business Overview
3.2 SteelSeries
3.2.1 Company Basic Information, Manufacturing Base and Competitors
3.2.2 Gaming Headsets Product Category, Application and Specification
3.2.3 SteelSeries Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.2.4 Main Business Overview
3.3 Turtle Beach
3.3.1 Company Basic Information, Manufacturing Base and Competitors
3.3.2 Gaming Headsets Product Category, Application and Specification
3.3.3 Turtle Beach Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.3.4 Main Business Overview
3.4 Cooler Master
3.4.1 Company Basic Information, Manufacturing Base and Competitors
3.4.2 Gaming Headsets Product Category, Application and Specification
3.4.3 Cooler Master Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.4.4 Main Business Overview
3.5 Creative Technology
3.5.1 Company Basic Information, Manufacturing Base and Competitors
3.5.2 Gaming Headsets Product Category, Application and Specification
3.5.3 Creative Technology Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.5.4 Main Business Overview
3.6 Mad Catz
3.6.1 Company Basic Information, Manufacturing Base and Competitors
3.6.2 Gaming Headsets Product Category, Application and Specification
3.6.3 Mad Catz Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.6.4 Main Business Overview
3.7 Hyperx (Kingston)
3.7.1 Company Basic Information, Manufacturing Base and Competitors
3.7.2 Gaming Headsets Product Category, Application and Specification
3.7.3 Hyperx (Kingston) Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.7.4 Main Business Overview
3.8 Corsair
3.8.1 Company Basic Information, Manufacturing Base and Competitors
3.8.2 Gaming Headsets Product Category, Application and Specification
3.8.3 Corsair Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.8.4 Main Business Overview
3.9 Gioteck
3.9.1 Company Basic Information, Manufacturing Base and Competitors
3.9.2 Gaming Headsets Product Category, Application and Specification
3.9.3 Gioteck Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.9.4 Main Business Overview
3.10 Logitech
3.10.1 Company Basic Information, Manufacturing Base and Competitors
3.10.2 Gaming Headsets Product Category, Application and Specification
3.10.3 Logitech Gaming Headsets Sales, Revenue, Price and Gross Margin(2014-2019)
3.10.4 Main Business Overview
3.11 Razer
3.12 Roccat
3.13 Sades
3.14 Sentey
3.15 Skullcandy
3.16 Kotion Electronic
3.17 SADES
3.18 Somic
3.19 ASTRO Gaming
3.20 Audio-Technica
4 Gaming Headsets Market Status and Outlook by Regions
4.1 Global Market Status and Outlook by Regions
4.1.1 Global Gaming Headsets Market Size and CAGR by Regions
4.1.2 North America
4.1.3 Asia-Pacific
4.1.4 Europe
4.1.5 South America
4.1.6 Middle East and Africa
4.2 Global Gaming Headsets Sales and Revenue by Regions
4.2.1 Global Gaming Headsets Sales and Market Share by Regions (2014-2019)
4.2.2 Global Gaming Headsets Revenue and Market Share by Regions (2014-2019)
4.2.3 Global Gaming Headsets Sales, Revenue, Price and Gross Margin (2014-2019)
4.3 North America Gaming Headsets Sales, Revenue, Price and Gross Margin
4.3.1 United States
4.3.2 Canada
4.3.3 Mexico
4.4 Europe Gaming Headsets Sales, Revenue, Price and Gross Margin
4.4.1 Germany
4.4.2 UK
4.4.3 France
4.4.4 Italy
4.4.5 Russia
4.4.6 Turkey
4.5 Asia-Pacific Gaming Headsets Sales, Revenue, Price and Gross Margin
4.5.1 China
4.5.2 Japan
4.5.3 Korea
4.5.4 Southeast Asia
4.5.4.1 Indonesia
4.5.4.2 Thailand
4.5.4.3 Malaysia
4.5.4.4 Philippines
4.5.4.5 Vietnam
4.5.5 India
4.5.6 Australia
4.6 South America Gaming Headsets Sales, Revenue, Price and Gross Margin
4.6.1 Brazil
4.7 Middle East and Africa Gaming Headsets Sales, Revenue, Price and Gross Margin
4.7.1 Egypt
4.7.2 GCC Countries
5 Gaming Headsets Application/End Users
5.1 Gaming Headsets Segment by Application
5.1.1 Personal Use
5.1.2 Commercial Use
5.2 Global Gaming Headsets Product Segment by Application
5.2.1 Global Gaming Headsets Sales by Application
5.2.2 Global Gaming Headsets Sales and Market Share by Application (2014-2019)
6 Global Gaming Headsets Market Forecast
6.1 Global Gaming Headsets Sales, Revenue Forecast (2019-2025)
6.1.1 Global Gaming Headsets Sales and Growth Rate Forecast (2019-2025)
6.1.1 Global Gaming Headsets Revenue and Growth Rate Forecast (2019-2025)
6.2 Global Gaming Headsets Forecast by Regions
6.2.1 North America Gaming Headsets Sales and Revenue Forecast (2019-2025)
6.2.2 Europe Gaming Headsets Sales and Revenue Forecast (2019-2025)
6.2.3 Asia-Pacific Gaming Headsets Sales and Revenue Forecast (2019-2025)
6.2.3.1 China
6.2.3.2 Japan
6.2.3.3 Korea
6.2.3.4 Southeast Asia
6.2.3.5 India
6.2.3.6 Australia
6.2.4 South America Gaming Headsets Sales and Revenue Forecast (2019-2025)
6.2.5 Middle East and Africa Gaming Headsets Sales and Revenue Forecast (2019-2025)
6.2.5.1 Egypt
6.2.5.2 GCC Countries
6.3 Gaming Headsets Forecast by Type
6.3.1 Global Gaming Headsets Sales and Revenue Forecast by Type (2019-2025)
6.3.2 Wired Gowth Forecast
6.3.3 Wireless Gowth Forecast
6.4 Gaming Headsets Forecast by Application
6.4.1 Global Gaming Headsets Sales Forecast by Application (2019-2025)
6.4.2 Global Gaming Headsets Forecast in Personal Use
6.4.3 Global Gaming Headsets Forecast in Commercial Use
7 Gaming Headsets Upstream Raw Materials
7.1 Gaming Headsets Key Raw Materials
7.1.1 Key Raw Materials
7.1.2 Key Raw Materials Price
7.1.3 Raw Materials Key Suppliers
7.2 Manufacturing Cost Structure
7.2.1 Raw Materials
7.2.2 Labor Cost
7.2.3 Manufacturing Expenses
7.3 Gaming Headsets Industrial Chain Analysis
8 Marketing Strategy Analysis, Distributors
8.1 Marketing Channel
8.1.1 Direct Marketing
8.1.2 Indirect Marketing
8.1.3 Marketing Channel Development Trend
8.2 Distributors
8.3 Downstream Customers
9 Research Findings and Conclusion
Appendix
Methodology/Research Approach
Research Programs/Design
Market Size Estimation
Market Breakdown and Data Triangulation
Data Source
Secondary Sources
Primary Sources
Disclaimer