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Gaming Earbuds Market by Type, Price Point, Distribution Channel: Global Opportunity Analysis and Industry Forecast, 2021-2031

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    Report

  • 368 Pages
  • February 2023
  • Region: Global
  • Allied Market Research
  • ID: 5781740
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
List of Tables
TABLE 01. GLOBAL GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 02. GAMING EARBUDS MARKET FOR WIRELESS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 03. GLOBAL WIRELESS GAMING EARBUDS MARKET, BY SUB TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 04. GAMING EARBUDS MARKET FOR TRUE WIRELESS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 05. GAMING EARBUDS MARKET FOR COLLARED, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 06. GAMING EARBUDS MARKET FOR WIRED, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 07. GLOBAL GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 08. GLOBAL GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 09. GAMING EARBUDS MARKET FOR PREMIUM, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 10. GAMING EARBUDS MARKET FOR PREMIUM, BY REGION, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 11. GAMING EARBUDS MARKET FOR ECONOMIC, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 12. GAMING EARBUDS MARKET FOR ECONOMIC, BY REGION, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 13. GLOBAL GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 14. GAMING EARBUDS MARKET FOR HYPERMARKETS AND SUPERMARKETS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 15. GAMING EARBUDS MARKET FOR SPECIALTY STORES, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 16. GAMING EARBUDS MARKET FOR BRAND STORES, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 17. GAMING EARBUDS MARKET FOR ONLINE CHANNELS, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 18. GAMING EARBUDS MARKET, BY REGION, 2021-2031 (REVENUE, $MILLION)
TABLE 19. GAMING EARBUDS MARKET, BY REGION, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 20. NORTH AMERICA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 21. NORTH AMERICA WIRELESS GAMING EARBUDS MARKET, BY SUB TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 22. NORTH AMERICA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 23. NORTH AMERICA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 24. NORTH AMERICA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 25. NORTH AMERICA GAMING EARBUDS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 26. NORTH AMERICA GAMING EARBUDS MARKET, BY COUNTRY, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 27. U.S. GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 28. U.S. GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 29. U.S. GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 30. U.S. GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 31. CANADA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 32. CANADA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 33. CANADA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 34. CANADA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 35. MEXICO GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 36. MEXICO GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 37. MEXICO GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 38. MEXICO GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 39. EUROPE GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 40. EUROPE WIRELESS GAMING EARBUDS MARKET, BY SUB TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 41. EUROPE GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 42. EUROPE GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 43. EUROPE GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 44. EUROPE GAMING EARBUDS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 45. EUROPE GAMING EARBUDS MARKET, BY COUNTRY, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 46. UK GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 47. UK GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 48. UK GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 49. UK GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 50. GERMANY GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 51. GERMANY GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 52. GERMANY GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 53. GERMANY GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 54. FRANCE GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 55. FRANCE GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 56. FRANCE GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 57. FRANCE GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 58. ITALY GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 59. ITALY GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 60. ITALY GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 61. ITALY GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 62. SPAIN GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 63. SPAIN GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 64. SPAIN GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 65. SPAIN GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 66. NETHERLANDS GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 67. NETHERLANDS GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 68. NETHERLANDS GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 69. NETHERLANDS GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 70. REST OF EUROPE GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 71. REST OF EUROPE GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 72. REST OF EUROPE GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 73. REST OF EUROPE GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 74. ASIA-PACIFIC GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 75. ASIA-PACIFIC WIRELESS GAMING EARBUDS MARKET, BY SUB TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 76. ASIA-PACIFIC GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 77. ASIA-PACIFIC GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 78. ASIA-PACIFIC GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 79. ASIA-PACIFIC GAMING EARBUDS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 80. ASIA-PACIFIC GAMING EARBUDS MARKET, BY COUNTRY, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 81. CHINA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 82. CHINA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 83. CHINA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 84. CHINA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 85. JAPAN GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 86. JAPAN GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 87. JAPAN GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 88. JAPAN GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 89. INDIA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 90. INDIA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 91. INDIA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 92. INDIA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 93. SOUTH KOREA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 94. SOUTH KOREA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 95. SOUTH KOREA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 96. SOUTH KOREA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 97. AUSTRALIA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 98. AUSTRALIA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 99. AUSTRALIA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 100. AUSTRALIA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 101. REST OF ASIA-PACIFIC GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 102. REST OF ASIA-PACIFIC GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 103. REST OF ASIA-PACIFIC GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 104. REST OF ASIA-PACIFIC GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 105. LAMEA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 106. LAMEA WIRELESS GAMING EARBUDS MARKET, BY SUB TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 107. LAMEA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 108. LAMEA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 109. LAMEA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 110. LAMEA GAMING EARBUDS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $MILLION)
TABLE 111. LAMEA GAMING EARBUDS MARKET, BY COUNTRY, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 112. BRAZIL GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 113. BRAZIL GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 114. BRAZIL GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 115. BRAZIL GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 116. SAUDI ARABIA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 117. SAUDI ARABIA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 118. SAUDI ARABIA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 119. SAUDI ARABIA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 120. UNITED ARAB EMIRATES GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 121. UNITED ARAB EMIRATES GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 122. UNITED ARAB EMIRATES GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 123. UNITED ARAB EMIRATES GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 124. SOUTH AFRICA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 125. SOUTH AFRICA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 126. SOUTH AFRICA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 127. SOUTH AFRICA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 128. REST OF LAMEA GAMING EARBUDS MARKET, BY TYPE, 2021-2031 (REVENUE, $MILLION)
TABLE 129. REST OF LAMEA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (REVENUE, $MILLION)
TABLE 130. REST OF LAMEA GAMING EARBUDS MARKET, BY PRICE POINT, 2021-2031 (VOLUME, MILLION UNITS)
TABLE 131. REST OF LAMEA GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021-2031 (REVENUE, $MILLION)
TABLE 132. ANT ESPORTS: KEY EXECUTIVES
TABLE 133. ANT ESPORTS: COMPANY SNAPSHOT
TABLE 134. ANT ESPORTS: PRODUCT SEGMENTS
TABLE 135. ANT ESPORTS: PRODUCT PORTFOLIO
TABLE 136. ASUSTEK COMPUTER INC.: KEY EXECUTIVES
TABLE 137. ASUSTEK COMPUTER INC.: COMPANY SNAPSHOT
TABLE 138. ASUSTEK COMPUTER INC.: PRODUCT SEGMENTS
TABLE 139. ASUSTEK COMPUTER INC.: PRODUCT PORTFOLIO
TABLE 140. EDIFIER TECHNOLOGY CO., LTD.: KEY EXECUTIVES
TABLE 141. EDIFIER TECHNOLOGY CO., LTD.: COMPANY SNAPSHOT
TABLE 142. EDIFIER TECHNOLOGY CO., LTD.: PRODUCT SEGMENTS
TABLE 143. EDIFIER TECHNOLOGY CO., LTD.: PRODUCT PORTFOLIO
TABLE 144. IMAGINE MARKETING LIMITED: KEY EXECUTIVES
TABLE 145. IMAGINE MARKETING LIMITED: COMPANY SNAPSHOT
TABLE 146. IMAGINE MARKETING LIMITED: PRODUCT SEGMENTS
TABLE 147. IMAGINE MARKETING LIMITED: PRODUCT PORTFOLIO
TABLE 148. IMAGINE MARKETING LIMITED: KEY STRATERGIES
TABLE 149. EXOTIC MILE: KEY EXECUTIVES
TABLE 150. EXOTIC MILE: COMPANY SNAPSHOT
TABLE 151. EXOTIC MILE: PRODUCT SEGMENTS
TABLE 152. EXOTIC MILE: PRODUCT PORTFOLIO
TABLE 153. DEMANT A/S: KEY EXECUTIVES
TABLE 154. DEMANT A/S: COMPANY SNAPSHOT
TABLE 155. DEMANT A/S: PRODUCT SEGMENTS
TABLE 156. DEMANT A/S: PRODUCT PORTFOLIO
TABLE 157. EKSA TECHNOLOGY PRIVATE LIMITED: KEY EXECUTIVES
TABLE 158. EKSA TECHNOLOGY PRIVATE LIMITED: COMPANY SNAPSHOT
TABLE 159. EKSA TECHNOLOGY PRIVATE LIMITED: PRODUCT SEGMENTS
TABLE 160. EKSA TECHNOLOGY PRIVATE LIMITED: PRODUCT PORTFOLIO
TABLE 161. GRAVASTAR: KEY EXECUTIVES
TABLE 162. GRAVASTAR: COMPANY SNAPSHOT
TABLE 163. GRAVASTAR: PRODUCT SEGMENTS
TABLE 164. GRAVASTAR: PRODUCT PORTFOLIO
TABLE 165. HP INC.: KEY EXECUTIVES
TABLE 166. HP INC.: COMPANY SNAPSHOT
TABLE 167. HP INC.: PRODUCT SEGMENTS
TABLE 168. HP INC.: PRODUCT PORTFOLIO
TABLE 169. HP INC.: KEY STRATERGIES
TABLE 170. JLAB INTERNATIONAL.: KEY EXECUTIVES
TABLE 171. JLAB INTERNATIONAL.: COMPANY SNAPSHOT
TABLE 172. JLAB INTERNATIONAL.: PRODUCT SEGMENTS
TABLE 173. JLAB INTERNATIONAL.: PRODUCT PORTFOLIO
TABLE 174. JLAB INTERNATIONAL.: KEY STRATERGIES
TABLE 175. LOGITECH INTERNATIONAL S. A.: KEY EXECUTIVES
TABLE 176. LOGITECH INTERNATIONAL S. A.: COMPANY SNAPSHOT
TABLE 177. LOGITECH INTERNATIONAL S. A.: PRODUCT SEGMENTS
TABLE 178. LOGITECH INTERNATIONAL S. A.: PRODUCT PORTFOLIO
TABLE 179. LOGITECH INTERNATIONAL S. A.: KEY STRATERGIES
TABLE 180. RAYCON, INC.: KEY EXECUTIVES
TABLE 181. RAYCON, INC.: COMPANY SNAPSHOT
TABLE 182. RAYCON, INC.: PRODUCT SEGMENTS
TABLE 183. RAYCON, INC.: PRODUCT PORTFOLIO
TABLE 184. RAZER INC.: KEY EXECUTIVES
TABLE 185. RAZER INC.: COMPANY SNAPSHOT
TABLE 186. RAZER INC.: PRODUCT SEGMENTS
TABLE 187. RAZER INC.: PRODUCT PORTFOLIO
TABLE 188. SAMSUNG ELECTRONICS CO., LTD.: KEY EXECUTIVES
TABLE 189. SAMSUNG ELECTRONICS CO., LTD.: COMPANY SNAPSHOT
TABLE 190. SAMSUNG ELECTRONICS CO., LTD.: PRODUCT SEGMENTS
TABLE 191. SAMSUNG ELECTRONICS CO., LTD.: PRODUCT PORTFOLIO
TABLE 192. SAMSUNG ELECTRONICS CO., LTD.: KEY STRATERGIES
TABLE 193. TURTLE BEACH CORPORATION: KEY EXECUTIVES
TABLE 194. TURTLE BEACH CORPORATION: COMPANY SNAPSHOT
TABLE 195. TURTLE BEACH CORPORATION: PRODUCT SEGMENTS
TABLE 196. TURTLE BEACH CORPORATION: PRODUCT PORTFOLIO
TABLE 197. TURTLE BEACH CORPORATION: KEY STRATERGIES
List of Figures
FIGURE 01. GAMING EARBUDS MARKET, 2021-2031
FIGURE 02. SEGMENTATION OF GAMING EARBUDS MARKET, 2021-2031
FIGURE 03. TOP INVESTMENT POCKETS IN GAMING EARBUDS MARKET (2022-2031)
FIGURE 04. HIGH BARGAINING POWER OF SUPPLIERS
FIGURE 05. MODERATE BARGAINING POWER OF BUYERS
FIGURE 06. HIGH THREAT OF SUBSTITUTES
FIGURE 07. MODERATE THREAT OF NEW ENTRANTS
FIGURE 08. MODERATE INTENSITY OF RIVALRY
FIGURE 09. DRIVERS, RESTRAINTS AND OPPORTUNITIES: GLOBALGAMING EARBUDS MARKET
FIGURE 10. MARKET SHARE ANALYSIS: GAMING EARBUDS MARKET
FIGURE 11. VALUE CHAIN ANALYSIS: GAMING EARBUDS MARKET
FIGURE 12. GAMING EARBUDS MARKET, BY TYPE, 2021 (%)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF GAMING EARBUDS MARKET FOR WIRELESS, BY COUNTRY 2021-2031 (%)
FIGURE 14. COMPARATIVE SHARE ANALYSIS OF GAMING EARBUDS MARKET FOR WIRED, BY COUNTRY 2021-2031 (%)
FIGURE 15. GAMING EARBUDS MARKET, BY PRICE POINT, 2021 (%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF GAMING EARBUDS MARKET FOR PREMIUM, BY COUNTRY 2021-2031 (%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF GAMING EARBUDS MARKET FOR ECONOMIC, BY COUNTRY 2021-2031 (%)
FIGURE 18. GAMING EARBUDS MARKET, BY DISTRIBUTION CHANNEL, 2021 (%)
FIGURE 19. COMPARATIVE SHARE ANALYSIS OF GAMING EARBUDS MARKET FOR HYPERMARKETS AND SUPERMARKETS, BY COUNTRY 2021-2031 (%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF GAMING EARBUDS MARKET FOR SPECIALTY STORES, BY COUNTRY 2021-2031 (%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF GAMING EARBUDS MARKET FOR BRAND STORES, BY COUNTRY 2021-2031 (%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF GAMING EARBUDS MARKET FOR ONLINE CHANNELS, BY COUNTRY 2021-2031 (%)
FIGURE 23. GAMING EARBUDS MARKET BY REGION, 2021
FIGURE 24. U.S. GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 25. CANADA GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 26. MEXICO GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 27. UK GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 28. GERMANY GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 29. FRANCE GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 30. ITALY GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 31. SPAIN GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 32. NETHERLANDS GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 33. REST OF EUROPE GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 34. CHINA GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 35. JAPAN GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 36. INDIA GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 37. SOUTH KOREA GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 38. AUSTRALIA GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 39. REST OF ASIA-PACIFIC GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 40. BRAZIL GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 41. SAUDI ARABIA GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 42. UNITED ARAB EMIRATES GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 43. SOUTH AFRICA GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 44. REST OF LAMEA GAMING EARBUDS MARKET, 2021-2031 ($MILLION)
FIGURE 45. TOP WINNING STRATEGIES, BY YEAR
FIGURE 46. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 47. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 48. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 49. COMPETITIVE DASHBOARD
FIGURE 50. COMPETITIVE HEATMAP: GAMING EARBUDS MARKET
FIGURE 51. TOP PLAYER POSITIONING, 2021
FIGURE 52. ASUSTEK COMPUTER INC.: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 53. ASUSTEK COMPUTER INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 54. ASUSTEK COMPUTER INC.: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 55. ASUSTEK COMPUTER INC.: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 56. IMAGINE MARKETING LIMITED: NET REVENUE, 2018-2020 ($MILLION)
FIGURE 57. DEMANT A/S: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 58. DEMANT A/S: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 59. DEMANT A/S: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 60. DEMANT A/S: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 61. HP INC.: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021 ($MILLION)
FIGURE 62. HP INC.: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 63. HP INC.: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 64. HP INC.: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 65. LOGITECH INTERNATIONAL S. A.: NET SALES, 2019-2021 ($MILLION)
FIGURE 66. LOGITECH INTERNATIONAL S. A.: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 67. LOGITECH INTERNATIONAL S. A.: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 68. SAMSUNG ELECTRONICS CO., LTD.: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 69. SAMSUNG ELECTRONICS CO., LTD.: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 70. SAMSUNG ELECTRONICS CO., LTD.: REVENUE SHARE BY REGION, 2021 (%)
FIGURE 71. TURTLE BEACH CORPORATION: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 72. TURTLE BEACH CORPORATION: RESEARCH & DEVELOPMENT EXPENDITURE, 2019-2021
FIGURE 73. TURTLE BEACH CORPORATION: REVENUE SHARE BY REGION, 2021 (%)

Executive Summary

According to the report titled, “Gaming Earbuds Market," the gaming earbuds market was valued at $1.7 billion in 2021, and is estimated to reach $3.6 billion by 2031, growing at a CAGR of 7.7% from 2022 to 2031.

Gaming earbuds are specially designed gaming peripherals aimed at providing optimum gaming quality and performance to enhance the experience of gaming. Most of the gaming earbuds available in the market include features such as noise isolation to prevent external noise input and internal audio leaks and multiple microphone arrays in order to ensure seamless communication.

Key factors driving the growth of the gaming earbuds market include greater consumer interest in gaming and gaming audio, an increase in consumer access to gaming peripherals and devices, and a rise in professional and competitive gaming as well as gaming events. In recent years, consumer demand for high-quality audio equipment to bring out the nuances in gaming audio and increase sound accuracy while gaming has resulted in several different brands creating various types of gaming earbuds for consumers. As a result, consumers are increasingly purchasing gaming earbuds, particularly for handheld devices, mobile phones, and laptop computers. 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 began stocking gaming devices and peripherals. Several consumers in these generations have made gaming their profession because of their expertise in gaming. This has resulted in the development of e-sports and a number of e-sports organizations that compete in gaming competitions and events around the world.

Few factors provide barriers to growth for the market. Gaming devices and peripherals are specialized 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, when compared to standard earbuds, 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. Because of the uncertainty of their gaming durations and preferences, many consumers who play games for fun often hesitate to invest large sums of money in expensive gaming equipment.

The market also offers growth opportunities to the key players in the market. There has been a massive increase in the number of users of various social media platforms and other informative and general browsing websites with increased internet penetration around the world. Considering these trends, the majority of key players in the gaming earbuds market develop strategies for promoting their products on these digital and social media platforms. Social media and digital marketing are two major strategies used by market participants to raise awareness of their product offerings among target customers via social media channels. Furthermore, many market players are forming partnerships with popular celebrities or social media influencers in the gaming scene, and they are leveraging their influence to promote their products, which is projected to boost the growth of the market.

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. Depending on By price point, the market is categorized into premium and economic. According to By distribution channel, the market is s used for the sale of gaming earbuds, the market is segmented 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).

The key players profiled in the study include 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. The players in the market have been actively engaged in the adoption of various strategies such as xx to remain competitive and gain an advantage over the competitors in the market. For instance, xx.

Key Market Insights

  • The wireless segment dominated the market in 2021 and is expected to continue to dominate during the forecast period.
  • Economic gaming earbuds are the most popular by price point, and premium gaming earbuds are expected to grow the most during the forecast period.
  • Specialty stores had the highest market share in 2021, while the online channel is expected to grow the fastest during the forecast period.
  • Based on region, Asia-Pacific was the highest revenue contributor in 2021 and is also expected to grow with the highest CAGR during the forecast period.

Companies Mentioned

  • 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

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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