世界各国のリアルタイムなデータ・インテリジェンスで皆様をお手伝い

ゲーミングイヤホン市場 タイプ別(ワイヤレス、有線)、価格帯別(プレミアム、エコノミー)、流通チャネル別(ハイパーマーケット、スーパーマーケット、専門店、ブランドショップ、オンラインチャネル):2021年~2031年の世界機会分析および産業予測


Gaming Earbuds Market By Type (Wireless, Wired), By Price Point (Premium, Economic), By Distribution Channel (Hypermarkets and Supermarkets, Specialty stores, Brand stores, Online channels): Global Opportunity Analysis and Industry Forecast, 2021-2031

ゲーミングイヤホン市場は、2021年に17億4140万ドルとなり、2022年から2031年にかけてCAGR7.7%を記録し、2031年には36億130万ドルに達すると予測されています。2021年のゲーミングイヤホン市場では、ワイヤレス... もっと見る

 

 

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Allied Market Research
アライドマーケットリサーチ
2023年2月28日 US$5,730
シングルユーザライセンス
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368 英語

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サマリー

ゲーミングイヤホン市場は、2021年に17億4140万ドルとなり、2022年から2031年にかけてCAGR7.7%を記録し、2031年には36億130万ドルに達すると予測されています。2021年のゲーミングイヤホン市場では、ワイヤレスゲーミングイヤホン部門が主要な市場シェアを占めています。ゲーミングイヤホンとも呼ばれるゲーミングイヤホンは、ビデオゲームのプレイ中に映像と音声の間の遅延を減らし、没入感のあるオーディオ体験を提供するために設計された、非常に特殊なイヤホンである。一般的に、ゲーム体験とパフォーマンスを向上させるために、ノイズアイソレーションやサラウンドサウンドなどのシステムが搭載されています。

ワイヤレスゲーミングイヤホンは、素早く反応するように作られています。これらのデバイスはゲーム機とのペアリングをサポートし、シームレスなペアリングをデバイスに提供することで、ゲーム機との使い勝手を良くしています。ワイヤレスゲーミングイヤホンの主な種類は、襟付きゲーミングイヤホンと真性ワイヤレスゲーミングイヤホンの2種類です。トゥルーワイヤレスイヤホンは、携帯性と軽量性から人気を博しています。有線ゲーミングイヤホンは、最も人気のあるリーズナブルな価格のゲーミングイヤホンの一つです。高音質を実現し、通信品質を向上させるために小型のブームマイクを搭載していることが多い。ほとんどの有線ゲーミングイヤホンは、電話、携帯ゲーム機、ゲーム用ノートパソコンで使用できるように、短から中程度の長さのワイヤーを備えています。

ゲームは、娯楽として、またストレスや疲れを癒すための逃避行として、ここ数十年で人気が高まっています。世界中の多くの人々が、ゲームへの没入感を高め、最高のゲーム体験を得るために、ビデオゲームだけでなく、関連機器や周辺機器も購入しようと躍起になっています。数年前までは、ゲーミングデバイスは特殊な小売業態でしか販売されておらず、特に発展途上国では需要と供給のギャップがあったため、消費者のゲーミングデバイスへのアクセスは著しく制限されていました。しかし、顧客基盤を拡大するために、いくつかの一般的なコンピュータや電子機器販売店がゲーミングデバイスや周辺機器の取り扱いを開始しました。さらに、インターネットの普及に伴い、ゲーム関連商品の販売にオンラインチャネルを利用するケースが大幅に増加しました。これにより、ゲーミングイヤホンなどのゲーム機器や周辺機器へのアクセスが容易になりました。その結果、消費者によるゲーミングイヤホンの購入が増加し、市場が活性化したのです。様々な流通経路でゲーミングイヤホンを入手できるようになったことが、市場の拡大につながった。

ゲーミングデバイスや周辺機器は特殊な機器であり、適切なパフォーマンスレベルを提供するためには、高度なハードウェア、ソフトウェア、ドライバーを連携させる必要があります。市場参加者は、性能が高く、様々な機能を盛り込んだ高品質のゲーミングイヤホンを消費者に提供することを目指しています。しかし、これによってイヤホンの価格は大幅に上昇する。経済的なゲーミングイヤホンは、プレミアムな通常のイヤホンと同じ値段になることが多く、購入するのが法外に高価になってしまう。ゲームを楽しむ消費者の多くは、ゲーム時間や好みがわからないため、高価なゲーム機器に投資することを躊躇することがあります。

米国、中国、台湾のゲーミングイヤホンメーカーは、これらの国に大きな製造技術やゲーミングイヤホンブランドが存在するため、存在感があります。ゲーミングイヤホンは、世界の発展途上国での需要が確実に高まっているため、輸入する必要がある。その結果、製品価格が高騰し、消費者の購買意欲を削いでいます。しかし、ゲーミングイヤホンの需要が高まるにつれ、世界の発展途上国でゲーミングイヤホン市場に新規参入する企業が続出しています。このため、この地域の消費者はゲーミングイヤホンをより身近に感じるとともに、イヤホンのコストを下げ、ゲーミングイヤホンの購入を誘引しています。

ゲーミングイヤホン市場は、タイプ、価格帯、流通チャネル、地域によって区分されます。タイプ別では、ゲーミングイヤホン市場はワイヤレスと有線に分類されます。価格帯別では、市場はプレミアムとエコノミーに分類されます。流通チャネル別では、ハイパーマーケットやスーパーマーケット、専門店、ブランドショップ、オンラインチャネルに分類されます。地域別では、北米(米国、カナダ、メキシコ)、欧州(英国、ドイツ、フランス、イタリア、スペイン、オランダ、その他の欧州)、アジア太平洋(中国、日本、インド、韓国、オーストラリア、その他のアジア太平洋)、LAMEA(ブラジル、サウジアラビア、アラブ首長国連邦、南アフリカ、その他のLAMEA)などに分けられる。

本レポートで分析した主なプレイヤーは、Ant Esports、Asustek Computer Inc.、Beijing Edifier Technology Company, Ltd.、boAt Lifestyle、Boult Audio、Demant A/S、EKSA、Gravastar、HP Development Company, L.P. 、JLab International、Logitech International SA, Raycon Inc、Razer Inc、 Samsung Electronics Co, Ltd、およびTurtle Beach Corporation です。

ステークホルダーにとっての主なメリット
本レポートでは、2021年から2031年までのゲーミングイヤホン市場分析の市場セグメント、現在の動向、推定値、ダイナミクスを定量的に分析し、ゲーミングイヤホン市場の有力なビジネスチャンスを特定することができます。
市場調査は、主要な推進要因、阻害要因、機会に関する情報とともに提供されます。
ポーターのファイブフォース分析により、バイヤーとサプライヤーの力を明らかにし、ステークホルダーが利益志向のビジネス決定を行い、サプライヤーとバイヤーのネットワークを強化できるようにします。
ゲーミングイヤホン市場のセグメンテーションを詳細に分析することで、市場機会を見極めることができます。
各地域の主要国を世界市場への売上貢献度に応じてマッピングしています。
市場プレイヤーのポジショニングは、ベンチマークを容易にし、市場プレイヤーの現在のポジションを明確に理解することができます。
地域別、世界別のゲーミングイヤホン市場動向、主要プレーヤー、市場セグメント、応用分野、市場成長戦略などの分析が含まれています。

主要な市場セグメント
タイプ別
ワイヤレス
サブタイプ
トゥルーワイヤレス
襟付き
有線
価格帯別
経済
プレミアム
流通チャネル別
ハイパーマーケットとスーパーマーケット
専門店
ブランドショップ
オンライン・チャンネル
地域別
北アメリカ
米国
カナダ
メキシコ
ヨーロッパ
イギリス
ドイツ
フランス
イタリア
スペイン
オランダ
欧州以外の地域
アジア・パシフィック
中国
日本
インド
韓国
オーストラリア
その他のアジア太平洋地域
ラメア
ブラジル
サウジアラビア
アラブ首長国連邦
南アフリカ
LAMEAの残りの地域
主要な市場関係者
グラバスター
サムスン電子株式会社
Razer Inc.
EKSA Technology Private Limited
JLab International.
(株)エディフィア・テクノロジー
イマジンマーケティングリミテッド
HP Inc.
タートルビーチ株式会社
エキゾチックマイル
Raycon, Inc.
デマントA/S
ロジテックインターナショナルS.A.
AsusTek Computer Inc.
アント・エスポーツ

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目次

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. High bargaining power of suppliers
3.3.2. Moderate bargaining power of buyers
3.3.3. High threat of substitutes
3.3.4. Moderate threat of new entrants
3.3.5. Moderate intensity of rivalry
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Greater consumer interest in gaming and gaming audio​
3.4.1.2. Increase in consumer access to gaming peripherals and devices​
3.4.1.3. Rise of professional and competitive gaming as well as gaming events​

3.4.2. Restraints
3.4.2.1. High prices of gaming devices and peripherals​
3.4.2.2. Presence of alternatives to gaming earbuds​

3.4.3. Opportunities
3.4.3.1. Increasing technological advancements in gaming earbuds​
3.4.3.2. Emergence of local players in the market in developing regions​

3.5. COVID-19 Impact Analysis on the market
3.6. Market Share Analysis
3.7. Value Chain Analysis
CHAPTER 4: GAMING EARBUDS MARKET, BY TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Wireless
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.2.4. Wireless Gaming Earbuds Market by Sub Type
4.2.4.1. True Wireless Market size and forecast, by region
4.2.4.2. Collared Market size and forecast, by region
4.3. Wired
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
CHAPTER 5: GAMING EARBUDS MARKET, BY PRICE POINT
5.1. Overview
5.1.1. Market size and forecast
5.2. Premium
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Economic
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
CHAPTER 6: GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL
6.1. Overview
6.1.1. Market size and forecast
6.2. Hypermarkets and Supermarkets
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. Specialty stores
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
6.4. Brand stores
6.4.1. Key market trends, growth factors and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market share analysis by country
6.5. Online channels
6.5.1. Key market trends, growth factors and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market share analysis by country
CHAPTER 7: GAMING EARBUDS MARKET, BY REGION
7.1. Overview
7.1.1. Market size and forecast By Region
7.2. North America
7.2.1. Key trends and opportunities
7.2.2. Market size and forecast, by Type
7.2.2.1. North America Wireless Gaming Earbuds Market by Sub Type
7.2.3. Market size and forecast, by Price Point
7.2.4. Market size and forecast, by Distribution Channel
7.2.5. Market size and forecast, by country
7.2.5.1. U.S.
7.2.5.1.1. Key market trends, growth factors and opportunities
7.2.5.1.2. Market size and forecast, by Type
7.2.5.1.3. Market size and forecast, by Price Point
7.2.5.1.4. Market size and forecast, by Distribution Channel
7.2.5.2. Canada
7.2.5.2.1. Key market trends, growth factors and opportunities
7.2.5.2.2. Market size and forecast, by Type
7.2.5.2.3. Market size and forecast, by Price Point
7.2.5.2.4. Market size and forecast, by Distribution Channel
7.2.5.3. Mexico
7.2.5.3.1. Key market trends, growth factors and opportunities
7.2.5.3.2. Market size and forecast, by Type
7.2.5.3.3. Market size and forecast, by Price Point
7.2.5.3.4. Market size and forecast, by Distribution Channel
7.3. Europe
7.3.1. Key trends and opportunities
7.3.2. Market size and forecast, by Type
7.3.2.1. Europe Wireless Gaming Earbuds Market by Sub Type
7.3.3. Market size and forecast, by Price Point
7.3.4. Market size and forecast, by Distribution Channel
7.3.5. Market size and forecast, by country
7.3.5.1. UK
7.3.5.1.1. Key market trends, growth factors and opportunities
7.3.5.1.2. Market size and forecast, by Type
7.3.5.1.3. Market size and forecast, by Price Point
7.3.5.1.4. Market size and forecast, by Distribution Channel
7.3.5.2. Germany
7.3.5.2.1. Key market trends, growth factors and opportunities
7.3.5.2.2. Market size and forecast, by Type
7.3.5.2.3. Market size and forecast, by Price Point
7.3.5.2.4. Market size and forecast, by Distribution Channel
7.3.5.3. France
7.3.5.3.1. Key market trends, growth factors and opportunities
7.3.5.3.2. Market size and forecast, by Type
7.3.5.3.3. Market size and forecast, by Price Point
7.3.5.3.4. Market size and forecast, by Distribution Channel
7.3.5.4. Italy
7.3.5.4.1. Key market trends, growth factors and opportunities
7.3.5.4.2. Market size and forecast, by Type
7.3.5.4.3. Market size and forecast, by Price Point
7.3.5.4.4. Market size and forecast, by Distribution Channel
7.3.5.5. Spain
7.3.5.5.1. Key market trends, growth factors and opportunities
7.3.5.5.2. Market size and forecast, by Type
7.3.5.5.3. Market size and forecast, by Price Point
7.3.5.5.4. Market size and forecast, by Distribution Channel
7.3.5.6. Netherlands
7.3.5.6.1. Key market trends, growth factors and opportunities
7.3.5.6.2. Market size and forecast, by Type
7.3.5.6.3. Market size and forecast, by Price Point
7.3.5.6.4. Market size and forecast, by Distribution Channel
7.3.5.7. Rest of Europe
7.3.5.7.1. Key market trends, growth factors and opportunities
7.3.5.7.2. Market size and forecast, by Type
7.3.5.7.3. Market size and forecast, by Price Point
7.3.5.7.4. Market size and forecast, by Distribution Channel
7.4. Asia-Pacific
7.4.1. Key trends and opportunities
7.4.2. Market size and forecast, by Type
7.4.2.1. Asia-Pacific Wireless Gaming Earbuds Market by Sub Type
7.4.3. Market size and forecast, by Price Point
7.4.4. Market size and forecast, by Distribution Channel
7.4.5. Market size and forecast, by country
7.4.5.1. China
7.4.5.1.1. Key market trends, growth factors and opportunities
7.4.5.1.2. Market size and forecast, by Type
7.4.5.1.3. Market size and forecast, by Price Point
7.4.5.1.4. Market size and forecast, by Distribution Channel
7.4.5.2. Japan
7.4.5.2.1. Key market trends, growth factors and opportunities
7.4.5.2.2. Market size and forecast, by Type
7.4.5.2.3. Market size and forecast, by Price Point
7.4.5.2.4. Market size and forecast, by Distribution Channel
7.4.5.3. India
7.4.5.3.1. Key market trends, growth factors and opportunities
7.4.5.3.2. Market size and forecast, by Type
7.4.5.3.3. Market size and forecast, by Price Point
7.4.5.3.4. Market size and forecast, by Distribution Channel
7.4.5.4. South Korea
7.4.5.4.1. Key market trends, growth factors and opportunities
7.4.5.4.2. Market size and forecast, by Type
7.4.5.4.3. Market size and forecast, by Price Point
7.4.5.4.4. Market size and forecast, by Distribution Channel
7.4.5.5. Australia
7.4.5.5.1. Key market trends, growth factors and opportunities
7.4.5.5.2. Market size and forecast, by Type
7.4.5.5.3. Market size and forecast, by Price Point
7.4.5.5.4. Market size and forecast, by Distribution Channel
7.4.5.6. Rest of Asia-Pacific
7.4.5.6.1. Key market trends, growth factors and opportunities
7.4.5.6.2. Market size and forecast, by Type
7.4.5.6.3. Market size and forecast, by Price Point
7.4.5.6.4. Market size and forecast, by Distribution Channel
7.5. LAMEA
7.5.1. Key trends and opportunities
7.5.2. Market size and forecast, by Type
7.5.2.1. LAMEA Wireless Gaming Earbuds Market by Sub Type
7.5.3. Market size and forecast, by Price Point
7.5.4. Market size and forecast, by Distribution Channel
7.5.5. Market size and forecast, by country
7.5.5.1. Brazil
7.5.5.1.1. Key market trends, growth factors and opportunities
7.5.5.1.2. Market size and forecast, by Type
7.5.5.1.3. Market size and forecast, by Price Point
7.5.5.1.4. Market size and forecast, by Distribution Channel
7.5.5.2. Saudi Arabia
7.5.5.2.1. Key market trends, growth factors and opportunities
7.5.5.2.2. Market size and forecast, by Type
7.5.5.2.3. Market size and forecast, by Price Point
7.5.5.2.4. Market size and forecast, by Distribution Channel
7.5.5.3. United Arab Emirates
7.5.5.3.1. Key market trends, growth factors and opportunities
7.5.5.3.2. Market size and forecast, by Type
7.5.5.3.3. Market size and forecast, by Price Point
7.5.5.3.4. Market size and forecast, by Distribution Channel
7.5.5.4. South Africa
7.5.5.4.1. Key market trends, growth factors and opportunities
7.5.5.4.2. Market size and forecast, by Type
7.5.5.4.3. Market size and forecast, by Price Point
7.5.5.4.4. Market size and forecast, by Distribution Channel
7.5.5.5. Rest of LAMEA
7.5.5.5.1. Key market trends, growth factors and opportunities
7.5.5.5.2. Market size and forecast, by Type
7.5.5.5.3. Market size and forecast, by Price Point
7.5.5.5.4. Market size and forecast, by Distribution Channel
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product Mapping of Top 10 Player
8.4. Competitive Dashboard
8.5. Competitive Heatmap
8.6. Top player positioning, 2021
CHAPTER 9: COMPANY PROFILES
9.1. Ant Esports
9.1.1. Company overview
9.1.2. Key Executives
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.2. AsusTek Computer Inc.
9.2.1. Company overview
9.2.2. Key Executives
9.2.3. Company snapshot
9.2.4. Operating business segments
9.2.5. Product portfolio
9.2.6. Business performance
9.3. Edifier Technology Co., Ltd.
9.3.1. Company overview
9.3.2. Key Executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.4. Imagine Marketing Limited
9.4.1. Company overview
9.4.2. Key Executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. Business performance
9.4.7. Key strategic moves and developments
9.5. Exotic Mile
9.5.1. Company overview
9.5.2. Key Executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.6. Demant A/S
9.6.1. Company overview
9.6.2. Key Executives
9.6.3. Company snapshot
9.6.4. Operating business segments
9.6.5. Product portfolio
9.6.6. Business performance
9.7. EKSA Technology Private Limited
9.7.1. Company overview
9.7.2. Key Executives
9.7.3. Company snapshot
9.7.4. Operating business segments
9.7.5. Product portfolio
9.8. GravaStar
9.8.1. Company overview
9.8.2. Key Executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.9. HP Inc.
9.9.1. Company overview
9.9.2. Key Executives
9.9.3. Company snapshot
9.9.4. Operating business segments
9.9.5. Product portfolio
9.9.6. Business performance
9.9.7. Key strategic moves and developments
9.10. JLab International.
9.10.1. Company overview
9.10.2. Key Executives
9.10.3. Company snapshot
9.10.4. Operating business segments
9.10.5. Product portfolio
9.10.6. Key strategic moves and developments
9.11. Logitech International S.A.
9.11.1. Company overview
9.11.2. Key Executives
9.11.3. Company snapshot
9.11.4. Operating business segments
9.11.5. Product portfolio
9.11.6. Business performance
9.11.7. Key strategic moves and developments
9.12. Raycon, Inc.
9.12.1. Company overview
9.12.2. Key Executives
9.12.3. Company snapshot
9.12.4. Operating business segments
9.12.5. Product portfolio
9.13. Razer Inc.
9.13.1. Company overview
9.13.2. Key Executives
9.13.3. Company snapshot
9.13.4. Operating business segments
9.13.5. Product portfolio
9.14. Samsung Electronics Co., Ltd.
9.14.1. Company overview
9.14.2. Key Executives
9.14.3. Company snapshot
9.14.4. Operating business segments
9.14.5. Product portfolio
9.14.6. Business performance
9.14.7. Key strategic moves and developments
9.15. Turtle Beach Corporation
9.15.1. Company overview
9.15.2. Key Executives
9.15.3. Company snapshot
9.15.4. Operating business segments
9.15.5. Product portfolio
9.15.6. Business performance
9.15.7. Key strategic moves and developments

 

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Summary

The gaming earbuds market was valued at $1,741.4 million in 2021, and is estimated to reach $3,601.3 million by 2031, registering a CAGR of 7.7% from 2022 to 2031. In 2021, the wireless gaming earbuds segment accounted for the major market share of the gaming earbuds market. Gaming earbuds, also known as gaming earphones, are highly specific earbuds designed to reduce latency between video and audio while playing video games and provide immersive audio experience. They are typically built with systems such as noise isolation and surround sound to improve the gaming experience and performance.

Wireless gaming earbuds are made to be quick and responsive. These devices support gaming console pairing and provide devices with seamless pairing, making them easier to use with consoles. The two main types of wireless gaming earbuds are collared gaming earbuds and truly wireless gaming earbuds. True wireless earbuds are gaining popularity because of their portability and light weight. Wired gaming earbuds are some of the most popular and reasonably priced gaming earbuds. They produce high-quality audio and are frequently outfitted with small boom microphones to improve communication quality. Most wired gaming earbuds have short to medium-length wires that allow them to be used with phones, handheld consoles, and gaming laptops.

Gaming has grown in popularity over the last few decades as a form of entertainment and a form of escapism to relieve stress and fatigue. Many people all over the world are eager to buy video games, as well as related devices and peripherals, to increase their immersion and get the best gaming experience possible. Consumer access to gaming devices was severely limited a few years ago because gaming devices were only sold through specialized retail formats and there was a demand-supply gap, particularly in developing countries. However, to expand their customer base, several regular computer and electronic hardware stores started stocking gaming devices and peripherals. Furthermore, there was a significant increase in the use of online channels for the sale of gaming-related products, as the internet spread around the world. This facilitated consumer access to gaming devices and peripherals, such as gaming earbuds. This resulted in an increase in the purchase of gaming earbuds by consumers, resulting in the market's proliferation. Increased availability of gaming earbuds through various distribution channels has resulted in market expansion.

Gaming devices and peripherals are specialised pieces of equipment that require advanced hardware, software, and drivers to work together to provide adequate performance levels. Market participants are aiming to provide consumers with high-quality gaming earbuds that perform well and incorporate a variety of features. However, this significantly raises the price of the earbuds. Economical gaming earbuds can frequently cost the same as premium regular earbuds, making them prohibitively expensive to purchase. Many consumers who play games for fun often hesitate to invest in expensive gaming equipment because of the uncertainty of their gaming durations and preferences.

There is a strong presence of gaming earbuds manufacturers in the U.S., China, and Taiwan due to the presence of significant manufacturing technology and gaming earbud brands in these countries. Gaming earbuds must be imported because of the steadily increasing demand for such products in developing countries around the world. This, in turn, surges the cost of the productand discourages the consumers from purchasing gaming earbuds. However, as demand for gaming earbuds grows, a slew of new companies are entering the gaming earbuds market in the developing countries of the world. This makes gaming earbuds more accessible to consumers in the region while also lowering the cost of the earbuds, enticing them to buy gaming earbuds.

The gaming earbuds market is segmented on the basis of type, price point, distribution channel, and region. By type, the gaming earbuds market is classified into wireless and wired. By price point, the market is categorized into premium and economic. By distribution channel, the market is divided into hypermarkets and supermarkets, specialty stores, brand stores, and online channels. By region, the market is divided across North America (the U.S., Canada, and Mexico), Europe (UK, Germany, France, Italy, Spain, Netherlands, Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, Australia, and rest of Asia-Pacific), and LAMEA (Brazil, Saudi Arabia, United Arab Emirates, South Africa, and the Rest of LAMEA).

Some of the major players analyzed in this report are Ant Esports, Asustek Computer Inc., Beijing Edifier Technology Company, Ltd., boAt Lifestyle, Boult Audio, Demant A/S, EKSA, Gravastar, HP Development Company, L.P., JLab International., Logitech International SA, Raycon Inc., Razer Inc., Samsung Electronics Co., Ltd., and Turtle Beach Corporation.

Key Benefits For Stakeholders
●This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the gaming earbuds market analysis from 2021 to 2031 to identify the prevailing gaming earbuds market opportunities.
●The market research is offered along with information related to key drivers, restraints, and opportunities.
●Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
●In-depth analysis of the gaming earbuds market segmentation assists to determine the prevailing market opportunities.
●Major countries in each region are mapped according to their revenue contribution to the global market.
●Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
●The report includes the analysis of the regional as well as global gaming earbuds market trends, key players, market segments, application areas, and market growth strategies.

Key Market Segments
By Type
● Wireless
○ Sub Type
○ True Wireless
○ Collared
● Wired
By Price Point
● Economic
● Premium
By Distribution Channel
● Hypermarkets and Supermarkets
● Specialty stores
● Brand stores
● Online channels
By Region
● North America
○ U.S.
○ Canada
○ Mexico
● Europe
○ UK
○ Germany
○ France
○ Italy
○ Spain
○ Netherlands
○ Rest of Europe
● Asia-Pacific
○ China
○ Japan
○ India
○ South Korea
○ Australia
○ Rest of Asia-Pacific
● LAMEA
○ Brazil
○ Saudi Arabia
○ United Arab Emirates
○ South Africa
○ Rest of LAMEA
● Key Market Players
○ GravaStar
○ Samsung Electronics Co., Ltd.
○ Razer Inc.
○ EKSA Technology Private Limited
○ JLab International.
○ Edifier Technology Co., Ltd.
○ Imagine Marketing Limited
○ HP Inc.
○ Turtle Beach Corporation
○ Exotic Mile
○ Raycon, Inc.
○ Demant A/S
○ Logitech International S.A.
○ AsusTek Computer Inc.
○ Ant Esports



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Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. High bargaining power of suppliers
3.3.2. Moderate bargaining power of buyers
3.3.3. High threat of substitutes
3.3.4. Moderate threat of new entrants
3.3.5. Moderate intensity of rivalry
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Greater consumer interest in gaming and gaming audio​
3.4.1.2. Increase in consumer access to gaming peripherals and devices​
3.4.1.3. Rise of professional and competitive gaming as well as gaming events​

3.4.2. Restraints
3.4.2.1. High prices of gaming devices and peripherals​
3.4.2.2. Presence of alternatives to gaming earbuds​

3.4.3. Opportunities
3.4.3.1. Increasing technological advancements in gaming earbuds​
3.4.3.2. Emergence of local players in the market in developing regions​

3.5. COVID-19 Impact Analysis on the market
3.6. Market Share Analysis
3.7. Value Chain Analysis
CHAPTER 4: GAMING EARBUDS MARKET, BY TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Wireless
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.2.4. Wireless Gaming Earbuds Market by Sub Type
4.2.4.1. True Wireless Market size and forecast, by region
4.2.4.2. Collared Market size and forecast, by region
4.3. Wired
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
CHAPTER 5: GAMING EARBUDS MARKET, BY PRICE POINT
5.1. Overview
5.1.1. Market size and forecast
5.2. Premium
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Economic
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
CHAPTER 6: GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL
6.1. Overview
6.1.1. Market size and forecast
6.2. Hypermarkets and Supermarkets
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. Specialty stores
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
6.4. Brand stores
6.4.1. Key market trends, growth factors and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market share analysis by country
6.5. Online channels
6.5.1. Key market trends, growth factors and opportunities
6.5.2. Market size and forecast, by region
6.5.3. Market share analysis by country
CHAPTER 7: GAMING EARBUDS MARKET, BY REGION
7.1. Overview
7.1.1. Market size and forecast By Region
7.2. North America
7.2.1. Key trends and opportunities
7.2.2. Market size and forecast, by Type
7.2.2.1. North America Wireless Gaming Earbuds Market by Sub Type
7.2.3. Market size and forecast, by Price Point
7.2.4. Market size and forecast, by Distribution Channel
7.2.5. Market size and forecast, by country
7.2.5.1. U.S.
7.2.5.1.1. Key market trends, growth factors and opportunities
7.2.5.1.2. Market size and forecast, by Type
7.2.5.1.3. Market size and forecast, by Price Point
7.2.5.1.4. Market size and forecast, by Distribution Channel
7.2.5.2. Canada
7.2.5.2.1. Key market trends, growth factors and opportunities
7.2.5.2.2. Market size and forecast, by Type
7.2.5.2.3. Market size and forecast, by Price Point
7.2.5.2.4. Market size and forecast, by Distribution Channel
7.2.5.3. Mexico
7.2.5.3.1. Key market trends, growth factors and opportunities
7.2.5.3.2. Market size and forecast, by Type
7.2.5.3.3. Market size and forecast, by Price Point
7.2.5.3.4. Market size and forecast, by Distribution Channel
7.3. Europe
7.3.1. Key trends and opportunities
7.3.2. Market size and forecast, by Type
7.3.2.1. Europe Wireless Gaming Earbuds Market by Sub Type
7.3.3. Market size and forecast, by Price Point
7.3.4. Market size and forecast, by Distribution Channel
7.3.5. Market size and forecast, by country
7.3.5.1. UK
7.3.5.1.1. Key market trends, growth factors and opportunities
7.3.5.1.2. Market size and forecast, by Type
7.3.5.1.3. Market size and forecast, by Price Point
7.3.5.1.4. Market size and forecast, by Distribution Channel
7.3.5.2. Germany
7.3.5.2.1. Key market trends, growth factors and opportunities
7.3.5.2.2. Market size and forecast, by Type
7.3.5.2.3. Market size and forecast, by Price Point
7.3.5.2.4. Market size and forecast, by Distribution Channel
7.3.5.3. France
7.3.5.3.1. Key market trends, growth factors and opportunities
7.3.5.3.2. Market size and forecast, by Type
7.3.5.3.3. Market size and forecast, by Price Point
7.3.5.3.4. Market size and forecast, by Distribution Channel
7.3.5.4. Italy
7.3.5.4.1. Key market trends, growth factors and opportunities
7.3.5.4.2. Market size and forecast, by Type
7.3.5.4.3. Market size and forecast, by Price Point
7.3.5.4.4. Market size and forecast, by Distribution Channel
7.3.5.5. Spain
7.3.5.5.1. Key market trends, growth factors and opportunities
7.3.5.5.2. Market size and forecast, by Type
7.3.5.5.3. Market size and forecast, by Price Point
7.3.5.5.4. Market size and forecast, by Distribution Channel
7.3.5.6. Netherlands
7.3.5.6.1. Key market trends, growth factors and opportunities
7.3.5.6.2. Market size and forecast, by Type
7.3.5.6.3. Market size and forecast, by Price Point
7.3.5.6.4. Market size and forecast, by Distribution Channel
7.3.5.7. Rest of Europe
7.3.5.7.1. Key market trends, growth factors and opportunities
7.3.5.7.2. Market size and forecast, by Type
7.3.5.7.3. Market size and forecast, by Price Point
7.3.5.7.4. Market size and forecast, by Distribution Channel
7.4. Asia-Pacific
7.4.1. Key trends and opportunities
7.4.2. Market size and forecast, by Type
7.4.2.1. Asia-Pacific Wireless Gaming Earbuds Market by Sub Type
7.4.3. Market size and forecast, by Price Point
7.4.4. Market size and forecast, by Distribution Channel
7.4.5. Market size and forecast, by country
7.4.5.1. China
7.4.5.1.1. Key market trends, growth factors and opportunities
7.4.5.1.2. Market size and forecast, by Type
7.4.5.1.3. Market size and forecast, by Price Point
7.4.5.1.4. Market size and forecast, by Distribution Channel
7.4.5.2. Japan
7.4.5.2.1. Key market trends, growth factors and opportunities
7.4.5.2.2. Market size and forecast, by Type
7.4.5.2.3. Market size and forecast, by Price Point
7.4.5.2.4. Market size and forecast, by Distribution Channel
7.4.5.3. India
7.4.5.3.1. Key market trends, growth factors and opportunities
7.4.5.3.2. Market size and forecast, by Type
7.4.5.3.3. Market size and forecast, by Price Point
7.4.5.3.4. Market size and forecast, by Distribution Channel
7.4.5.4. South Korea
7.4.5.4.1. Key market trends, growth factors and opportunities
7.4.5.4.2. Market size and forecast, by Type
7.4.5.4.3. Market size and forecast, by Price Point
7.4.5.4.4. Market size and forecast, by Distribution Channel
7.4.5.5. Australia
7.4.5.5.1. Key market trends, growth factors and opportunities
7.4.5.5.2. Market size and forecast, by Type
7.4.5.5.3. Market size and forecast, by Price Point
7.4.5.5.4. Market size and forecast, by Distribution Channel
7.4.5.6. Rest of Asia-Pacific
7.4.5.6.1. Key market trends, growth factors and opportunities
7.4.5.6.2. Market size and forecast, by Type
7.4.5.6.3. Market size and forecast, by Price Point
7.4.5.6.4. Market size and forecast, by Distribution Channel
7.5. LAMEA
7.5.1. Key trends and opportunities
7.5.2. Market size and forecast, by Type
7.5.2.1. LAMEA Wireless Gaming Earbuds Market by Sub Type
7.5.3. Market size and forecast, by Price Point
7.5.4. Market size and forecast, by Distribution Channel
7.5.5. Market size and forecast, by country
7.5.5.1. Brazil
7.5.5.1.1. Key market trends, growth factors and opportunities
7.5.5.1.2. Market size and forecast, by Type
7.5.5.1.3. Market size and forecast, by Price Point
7.5.5.1.4. Market size and forecast, by Distribution Channel
7.5.5.2. Saudi Arabia
7.5.5.2.1. Key market trends, growth factors and opportunities
7.5.5.2.2. Market size and forecast, by Type
7.5.5.2.3. Market size and forecast, by Price Point
7.5.5.2.4. Market size and forecast, by Distribution Channel
7.5.5.3. United Arab Emirates
7.5.5.3.1. Key market trends, growth factors and opportunities
7.5.5.3.2. Market size and forecast, by Type
7.5.5.3.3. Market size and forecast, by Price Point
7.5.5.3.4. Market size and forecast, by Distribution Channel
7.5.5.4. South Africa
7.5.5.4.1. Key market trends, growth factors and opportunities
7.5.5.4.2. Market size and forecast, by Type
7.5.5.4.3. Market size and forecast, by Price Point
7.5.5.4.4. Market size and forecast, by Distribution Channel
7.5.5.5. Rest of LAMEA
7.5.5.5.1. Key market trends, growth factors and opportunities
7.5.5.5.2. Market size and forecast, by Type
7.5.5.5.3. Market size and forecast, by Price Point
7.5.5.5.4. Market size and forecast, by Distribution Channel
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product Mapping of Top 10 Player
8.4. Competitive Dashboard
8.5. Competitive Heatmap
8.6. Top player positioning, 2021
CHAPTER 9: COMPANY PROFILES
9.1. Ant Esports
9.1.1. Company overview
9.1.2. Key Executives
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.2. AsusTek Computer Inc.
9.2.1. Company overview
9.2.2. Key Executives
9.2.3. Company snapshot
9.2.4. Operating business segments
9.2.5. Product portfolio
9.2.6. Business performance
9.3. Edifier Technology Co., Ltd.
9.3.1. Company overview
9.3.2. Key Executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.4. Imagine Marketing Limited
9.4.1. Company overview
9.4.2. Key Executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. Business performance
9.4.7. Key strategic moves and developments
9.5. Exotic Mile
9.5.1. Company overview
9.5.2. Key Executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.6. Demant A/S
9.6.1. Company overview
9.6.2. Key Executives
9.6.3. Company snapshot
9.6.4. Operating business segments
9.6.5. Product portfolio
9.6.6. Business performance
9.7. EKSA Technology Private Limited
9.7.1. Company overview
9.7.2. Key Executives
9.7.3. Company snapshot
9.7.4. Operating business segments
9.7.5. Product portfolio
9.8. GravaStar
9.8.1. Company overview
9.8.2. Key Executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.9. HP Inc.
9.9.1. Company overview
9.9.2. Key Executives
9.9.3. Company snapshot
9.9.4. Operating business segments
9.9.5. Product portfolio
9.9.6. Business performance
9.9.7. Key strategic moves and developments
9.10. JLab International.
9.10.1. Company overview
9.10.2. Key Executives
9.10.3. Company snapshot
9.10.4. Operating business segments
9.10.5. Product portfolio
9.10.6. Key strategic moves and developments
9.11. Logitech International S.A.
9.11.1. Company overview
9.11.2. Key Executives
9.11.3. Company snapshot
9.11.4. Operating business segments
9.11.5. Product portfolio
9.11.6. Business performance
9.11.7. Key strategic moves and developments
9.12. Raycon, Inc.
9.12.1. Company overview
9.12.2. Key Executives
9.12.3. Company snapshot
9.12.4. Operating business segments
9.12.5. Product portfolio
9.13. Razer Inc.
9.13.1. Company overview
9.13.2. Key Executives
9.13.3. Company snapshot
9.13.4. Operating business segments
9.13.5. Product portfolio
9.14. Samsung Electronics Co., Ltd.
9.14.1. Company overview
9.14.2. Key Executives
9.14.3. Company snapshot
9.14.4. Operating business segments
9.14.5. Product portfolio
9.14.6. Business performance
9.14.7. Key strategic moves and developments
9.15. Turtle Beach Corporation
9.15.1. Company overview
9.15.2. Key Executives
9.15.3. Company snapshot
9.15.4. Operating business segments
9.15.5. Product portfolio
9.15.6. Business performance
9.15.7. Key strategic moves and developments

 

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