Global Gaming Headset Market Analysis & Forecasts 2018-2022, With an Expected CAGR of 7.41% - ResearchAndMarkets.com
Jul. 10, 2018
DUBLIN--(BUSINESS WIRE)--Jul 10, 2018--The "Global Gaming Headset Market 2018-2022" report has been added to ResearchAndMarkets.com's offering.
The analysts forecast the Global Gaming Headset Market to grow at a CAGR of 7.41% during the period 2018-2022.
Gaming headset are specially designed peripherals, which include high-quality headphones and microphones used by gamers while playing games. These headsets are designed to block the ambient noises and to provide extra comfort to the games.
The report covers the present scenario and the growth prospects of the gaming headset market. To calculate the market size, the report considers the revenue generated from the sales of gaming headset.
One trend affecting this market is the compatibility with artificial intelligence The emergence of accessories compatible with AI is the proof of AI's penetration in the gaming industry. Following the trend, numerous gaming headsets have been launched in the global gaming headset market, which support virtual assistants of major operating systems.
One driver influencing this market is the growth in e-sports market. E-sports is a platform for gamers to compete in real-time while getting broadcast globally, which increases its entertainment quotient. E-sports have turned online gaming into a spectator sport. It is just like watching a professional sports event.
The report states that one challenge affecting this market is the high price of the gaming headsets. Gaming headsets are high-priced accessory generally ranging around $200-$400 compared to the non-gaming headsets which are available for much lower cost. The high price of gaming headset restrains it to the complete target audience of gaming accessories, confining it to a smaller segment which has the affordability of such high-priced accessories.
Companies MentionedCORSAIR SteelSeries ROCCAT STUDIOS Razer Turtle Beach
Key Topics Covered:
1: Executive Summary
2: Scope Of The Report
3: Research Methodology
4: Market Landscape
5: Market Sizing
6: Five Forces Analysis
7: Market Segmentation By Technology
8: Market Segmentation By Technology
9: Customer Landscape
10: Regional Landscape
11: Decision Framework
12: Drivers And Challenges
13: Market Trends
14: Vendor Landscape
15: Vendor Analysis
For more information about this report visit https://www.researchandmarkets.com/research/996c9p/global_gaming?w=4
View source version on businesswire.com:https://www.businesswire.com/news/home/20180710005437/en/
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Related Topics:Gaming,Audio Equipment
INDUSTRY KEYWORD: ENTERTAINMENT ELECTRONIC GAMES TECHNOLOGY CONSUMER ELECTRONICS
SOURCE: Research and Markets
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PUB: 07/10/2018 05:49 AM/DISC: 07/10/2018 05:49 AM