▶ 調査レポート

世界のゲーム用ワイヤレスヘッドセット市場予測(~2028年):赤外線、M波、デシメートル波

• 英文タイトル:Global Wireless Headset for Gaming Market 2022 by Manufacturers, Regions, Type and Application, Forecast to 2028

GlobalInfoResearchが調査・発行した産業分析レポートです。世界のゲーム用ワイヤレスヘッドセット市場予測(~2028年):赤外線、M波、デシメートル波 / Global Wireless Headset for Gaming Market 2022 by Manufacturers, Regions, Type and Application, Forecast to 2028 / GIR-22E4021資料のイメージです。• レポートコード:GIR-22E4021
• 出版社/出版日:GlobalInfoResearch / 2022年5月
• レポート形態:英文、PDF、114ページ
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レポート概要
ゲーム用ワイヤレスヘッドセット市場レポートは、世界の市場規模、地域および国レベルの市場規模、セグメント市場の成長性、市場シェア、競争環境、販売分析、国内および世界の市場プレーヤーの影響、バリューチェーンの最適化、最近の動向、機会分析、市場成長の戦略的な分析、製品発売、地域市場の拡大などに関する情報を提供します。
GlobalInfoResearchの最新の調査によると、世界のゲーム用ワイヤレスヘッドセットの市場規模は2021年のxxx米ドルから2028年にはxxx米ドルと推定され、xxx%の成長率で成長すると予想されます。

ゲーム用ワイヤレスヘッドセット市場は種類と用途によって区分されます。2017年~2028年において、量と金額の観点から種類別および用途別セグメントの売上予測データを提供します。この分析は、適格なニッチ市場をターゲットにすることでビジネスを拡大するのに役立ちます。

種類別セグメントは次をカバーします。
・赤外線、M波、デシメートル波

用途別セグメントは次のように区分されます。
・個人用、商業用

世界のゲーム用ワイヤレスヘッドセット市場の主要な市場プレーヤーは以下のとおりです。
・Sennheiser、Sony、Logitech、Somic、Razer、SteelSeries、Audio-Technica、Kotion Electronic、Trust International、Creative Technology、Thrustmaster、Big Ben、PDP-Pelican、Mad Catz、Cooler Master、KYE System Corp (Genius)

地域別セグメントは次の地域・国をカバーします。
・北米(米国、カナダ、メキシコ)
・ヨーロッパ(ドイツ、フランス、イギリス、ロシア、イタリア)
・アジア太平洋(日本、中国、韓国、インド、東南アジア、オーストラリア)
・南アメリカ(ブラジル、アルゼンチン、コロンビア)
・中東およびアフリカ(サウジアラビア、UAE、エジプト、南アフリカ)

本調査レポートの内容は計15章あります。
・第1章では、ゲーム用ワイヤレスヘッドセット製品の調査範囲、市場の概要、市場の成長要因・阻害要因、および市場動向について説明します。
・第2章では、主要なゲーム用ワイヤレスヘッドセットメーカーの企業概要、2019年~2022年までのゲーム用ワイヤレスヘッドセットの価格、販売量、売上、市場シェアを掲載しています。
・第3章では、主要なゲーム用ワイヤレスヘッドセットメーカーの競争状況、販売量、売上、世界市場シェアが重点的に比較分析されています。
・第4章では、2017年~2028年までの地域別ゲーム用ワイヤレスヘッドセットの販売量、売上、成長性を示しています。
・第5、6章では、2017年~2028年までのゲーム用ワイヤレスヘッドセットの種類別と用途別の市場規模、市場シェアと成長率を掲載しています。
・第7、8、9、10、11章では、2017年~2022年までの世界の主要国での販売量、売上、市場シェア、並びに2023年~2028年までの主要地域でのゲーム用ワイヤレスヘッドセット市場予測を収録しています。
・第12章では、主要な原材料、主要なサプライヤー、およびゲーム用ワイヤレスヘッドセットの産業チェーンを掲載しています。
・第13、14、15章では、ゲーム用ワイヤレスヘッドセットの販売チャネル、販売業者、顧客、調査結果と結論、付録、データソースなどについて説明します。

***** 目次(一部) *****

・市場概要
・メーカー情報(企業概要、製品概要、販売量、価格、売上):Sennheiser、Sony、Logitech、Somic、Razer、SteelSeries、Audio-Technica、Kotion Electronic、Trust International、Creative Technology、Thrustmaster、Big Ben、PDP-Pelican、Mad Catz、Cooler Master、KYE System Corp (Genius)
・メーカー別市場シェア
・地域別市場分析2017年-2028年
・種類別分析2017年-2028年:赤外線、M波、デシメートル波
・用途別分析2017年-2028年:個人用、商業用
・ゲーム用ワイヤレスヘッドセットの北米市場規模2017年-2028年:アメリカ、カナダ、メキシコ
・ゲーム用ワイヤレスヘッドセットのヨーロッパ市場規模2017年-2028年:ドイツ、イギリス、フランス、ロシア、イタリア
・ゲーム用ワイヤレスヘッドセットのアジア市場規模2017年-2028年:中国、日本、韓国、インド、東南アジア、オーストラリア
・ゲーム用ワイヤレスヘッドセットの南米市場規模2017年-2028年:ブラジル、アルゼンチン
・ゲーム用ワイヤレスヘッドセットの中東・アフリカ市場規模2017年-2028年:サウジアラビア、トルコ、エジプト、南アフリカ
・原材料および産業チェーン
・販売チャネル、流通業者・代理店、顧客リスト
・調査の結果・結論

The Wireless Headset for Gaming market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.
According to our (Global Info Research) latest study, due to COVID-19 pandemic, the global Wireless Headset for Gaming market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of USD million by 2028 with a CAGR of % during review period. Personal Use accounting for % of the Wireless Headset for Gaming global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While Infrared segment is altered to a % CAGR between 2022 and 2028.
Global key manufacturers of Wireless Headset for Gaming include Sennheiser, Sony, Logitech, Somic, and Razer, etc. In terms of revenue, the global top four players hold a share over % in 2021.
Market segmentation
Wireless Headset for Gaming market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type, covers
Infrared
M Wave
Decimeter Wave
Market segment by Application can be divided into
Personal Use
Commercial Use
The key market players for global Wireless Headset for Gaming market are listed below:
Sennheiser
Sony
Logitech
Somic
Razer
SteelSeries
Audio-Technica
Kotion Electronic
Trust International
Creative Technology
Thrustmaster
Big Ben
PDP-Pelican
Mad Catz
Cooler Master
KYE System Corp (Genius)
Market segment by region, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe Wireless Headset for Gaming product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top manufacturers of Wireless Headset for Gaming, with price, sales, revenue and global market share of Wireless Headset for Gaming from 2019 to 2022.
Chapter 3, the Wireless Headset for Gaming competitive situation, sales, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Wireless Headset for Gaming breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2017 to 2028.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2017 to 2028.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales, revenue and market share for key countries in the world, from 2017 to 2022.and Wireless Headset for Gaming market forecast, by regions, type and application, with sales and revenue, from 2023 to 2028.
Chapter 12, the key raw materials and key suppliers, and industry chain of Wireless Headset for Gaming.
Chapter 13, 14, and 15, to describe Wireless Headset for Gaming sales channel, distributors, customers, research findings and conclusion, appendix and data source.

レポート目次

1 Market Overview
1.1 Wireless Headset for Gaming Introduction
1.2 Market Analysis by Type
1.2.1 Overview: Global Wireless Headset for Gaming Revenue by Type: 2017 Versus 2021 Versus 2028
1.2.2 Infrared
1.2.3 M Wave
1.2.4 Decimeter Wave
1.3 Market Analysis by Application
1.3.1 Overview: Global Wireless Headset for Gaming Revenue by Application: 2017 Versus 2021 Versus 2028
1.3.2 Personal Use
1.3.3 Commercial Use
1.4 Global Wireless Headset for Gaming Market Size & Forecast
1.4.1 Global Wireless Headset for Gaming Sales in Value (2017 & 2021 & 2028)
1.4.2 Global Wireless Headset for Gaming Sales in Volume (2017-2028)
1.4.3 Global Wireless Headset for Gaming Price (2017-2028)
1.5 Global Wireless Headset for Gaming Production Capacity Analysis
1.5.1 Global Wireless Headset for Gaming Total Production Capacity (2017-2028)
1.5.2 Global Wireless Headset for Gaming Production Capacity by Geographic Region
1.6 Market Drivers, Restraints and Trends
1.6.1 Wireless Headset for Gaming Market Drivers
1.6.2 Wireless Headset for Gaming Market Restraints
1.6.3 Wireless Headset for Gaming Trends Analysis
2 Manufacturers Profiles
2.1 Sennheiser
2.1.1 Sennheiser Details
2.1.2 Sennheiser Major Business
2.1.3 Sennheiser Wireless Headset for Gaming Product and Services
2.1.4 Sennheiser Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.2 Sony
2.2.1 Sony Details
2.2.2 Sony Major Business
2.2.3 Sony Wireless Headset for Gaming Product and Services
2.2.4 Sony Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.3 Logitech
2.3.1 Logitech Details
2.3.2 Logitech Major Business
2.3.3 Logitech Wireless Headset for Gaming Product and Services
2.3.4 Logitech Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.4 Somic
2.4.1 Somic Details
2.4.2 Somic Major Business
2.4.3 Somic Wireless Headset for Gaming Product and Services
2.4.4 Somic Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.5 Razer
2.5.1 Razer Details
2.5.2 Razer Major Business
2.5.3 Razer Wireless Headset for Gaming Product and Services
2.5.4 Razer Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.6 SteelSeries
2.6.1 SteelSeries Details
2.6.2 SteelSeries Major Business
2.6.3 SteelSeries Wireless Headset for Gaming Product and Services
2.6.4 SteelSeries Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.7 Audio-Technica
2.7.1 Audio-Technica Details
2.7.2 Audio-Technica Major Business
2.7.3 Audio-Technica Wireless Headset for Gaming Product and Services
2.7.4 Audio-Technica Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.8 Kotion Electronic
2.8.1 Kotion Electronic Details
2.8.2 Kotion Electronic Major Business
2.8.3 Kotion Electronic Wireless Headset for Gaming Product and Services
2.8.4 Kotion Electronic Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.9 Trust International
2.9.1 Trust International Details
2.9.2 Trust International Major Business
2.9.3 Trust International Wireless Headset for Gaming Product and Services
2.9.4 Trust International Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.10 Creative Technology
2.10.1 Creative Technology Details
2.10.2 Creative Technology Major Business
2.10.3 Creative Technology Wireless Headset for Gaming Product and Services
2.10.4 Creative Technology Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.11 Thrustmaster
2.11.1 Thrustmaster Details
2.11.2 Thrustmaster Major Business
2.11.3 Thrustmaster Wireless Headset for Gaming Product and Services
2.11.4 Thrustmaster Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.12 Big Ben
2.12.1 Big Ben Details
2.12.2 Big Ben Major Business
2.12.3 Big Ben Wireless Headset for Gaming Product and Services
2.12.4 Big Ben Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.13 PDP-Pelican
2.13.1 PDP-Pelican Details
2.13.2 PDP-Pelican Major Business
2.13.3 PDP-Pelican Wireless Headset for Gaming Product and Services
2.13.4 PDP-Pelican Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.14 Mad Catz
2.14.1 Mad Catz Details
2.14.2 Mad Catz Major Business
2.14.3 Mad Catz Wireless Headset for Gaming Product and Services
2.14.4 Mad Catz Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.15 Cooler Master
2.15.1 Cooler Master Details
2.15.2 Cooler Master Major Business
2.15.3 Cooler Master Wireless Headset for Gaming Product and Services
2.15.4 Cooler Master Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.16 KYE System Corp (Genius)
2.16.1 KYE System Corp (Genius) Details
2.16.2 KYE System Corp (Genius) Major Business
2.16.3 KYE System Corp (Genius) Wireless Headset for Gaming Product and Services
2.16.4 KYE System Corp (Genius) Wireless Headset for Gaming Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
3 Wireless Headset for Gaming Breakdown Data by Manufacturer
3.1 Global Wireless Headset for Gaming Sales in Volume by Manufacturer (2019, 2020, 2021, and 2022)
3.2 Global Wireless Headset for Gaming Revenue by Manufacturer (2019, 2020, 2021, and 2022)
3.3 Key Manufacturer Market Position in Wireless Headset for Gaming
3.4 Market Concentration Rate
3.4.1 Top 3 Wireless Headset for Gaming Manufacturer Market Share in 2021
3.4.2 Top 6 Wireless Headset for Gaming Manufacturer Market Share in 2021
3.5 Global Wireless Headset for Gaming Production Capacity by Company: 2021 VS 2022
3.6 Manufacturer by Geography: Head Office and Wireless Headset for Gaming Production Site
3.7 New Entrant and Capacity Expansion Plans
3.8 Mergers & Acquisitions
4 Market Analysis by Region
4.1 Global Wireless Headset for Gaming Market Size by Region
4.1.1 Global Wireless Headset for Gaming Sales in Volume by Region (2017-2028)
4.1.2 Global Wireless Headset for Gaming Revenue by Region (2017-2028)
4.2 North America Wireless Headset for Gaming Revenue (2017-2028)
4.3 Europe Wireless Headset for Gaming Revenue (2017-2028)
4.4 Asia-Pacific Wireless Headset for Gaming Revenue (2017-2028)
4.5 South America Wireless Headset for Gaming Revenue (2017-2028)
4.6 Middle East and Africa Wireless Headset for Gaming Revenue (2017-2028)
5 Market Segment by Type
5.1 Global Wireless Headset for Gaming Sales in Volume by Type (2017-2028)
5.2 Global Wireless Headset for Gaming Revenue by Type (2017-2028)
5.3 Global Wireless Headset for Gaming Price by Type (2017-2028)
6 Market Segment by Application
6.1 Global Wireless Headset for Gaming Sales in Volume by Application (2017-2028)
6.2 Global Wireless Headset for Gaming Revenue by Application (2017-2028)
6.3 Global Wireless Headset for Gaming Price by Application (2017-2028)
7 North America by Country, by Type, and by Application
7.1 North America Wireless Headset for Gaming Sales by Type (2017-2028)
7.2 North America Wireless Headset for Gaming Sales by Application (2017-2028)
7.3 North America Wireless Headset for Gaming Market Size by Country
7.3.1 North America Wireless Headset for Gaming Sales in Volume by Country (2017-2028)
7.3.2 North America Wireless Headset for Gaming Revenue by Country (2017-2028)
7.3.3 United States Market Size and Forecast (2017-2028)
7.3.4 Canada Market Size and Forecast (2017-2028)
7.3.5 Mexico Market Size and Forecast (2017-2028)
8 Europe by Country, by Type, and by Application
8.1 Europe Wireless Headset for Gaming Sales by Type (2017-2028)
8.2 Europe Wireless Headset for Gaming Sales by Application (2017-2028)
8.3 Europe Wireless Headset for Gaming Market Size by Country
8.3.1 Europe Wireless Headset for Gaming Sales in Volume by Country (2017-2028)
8.3.2 Europe Wireless Headset for Gaming Revenue by Country (2017-2028)
8.3.3 Germany Market Size and Forecast (2017-2028)
8.3.4 France Market Size and Forecast (2017-2028)
8.3.5 United Kingdom Market Size and Forecast (2017-2028)
8.3.6 Russia Market Size and Forecast (2017-2028)
8.3.7 Italy Market Size and Forecast (2017-2028)
9 Asia-Pacific by Region, by Type, and by Application
9.1 Asia-Pacific Wireless Headset for Gaming Sales by Type (2017-2028)
9.2 Asia-Pacific Wireless Headset for Gaming Sales by Application (2017-2028)
9.3 Asia-Pacific Wireless Headset for Gaming Market Size by Region
9.3.1 Asia-Pacific Wireless Headset for Gaming Sales in Volume by Region (2017-2028)
9.3.2 Asia-Pacific Wireless Headset for Gaming Revenue by Region (2017-2028)
9.3.3 China Market Size and Forecast (2017-2028)
9.3.4 Japan Market Size and Forecast (2017-2028)
9.3.5 Korea Market Size and Forecast (2017-2028)
9.3.6 India Market Size and Forecast (2017-2028)
9.3.7 Southeast Asia Market Size and Forecast (2017-2028)
9.3.8 Australia Market Size and Forecast (2017-2028)
10 South America by Region, by Type, and by Application
10.1 South America Wireless Headset for Gaming Sales by Type (2017-2028)
10.2 South America Wireless Headset for Gaming Sales by Application (2017-2028)
10.3 South America Wireless Headset for Gaming Market Size by Country
10.3.1 South America Wireless Headset for Gaming Sales in Volume by Country (2017-2028)
10.3.2 South America Wireless Headset for Gaming Revenue by Country (2017-2028)
10.3.3 Brazil Market Size and Forecast (2017-2028)
10.3.4 Argentina Market Size and Forecast (2017-2028)
11 Middle East & Africa by Country, by Type, and by Application
11.1 Middle East & Africa Wireless Headset for Gaming Sales by Type (2017-2028)
11.2 Middle East & Africa Wireless Headset for Gaming Sales by Application (2017-2028)
11.3 Middle East & Africa Wireless Headset for Gaming Market Size by Country
11.3.1 Middle East & Africa Wireless Headset for Gaming Sales in Volume by Country (2017-2028)
11.3.2 Middle East & Africa Wireless Headset for Gaming Revenue by Country (2017-2028)
11.3.3 Turkey Market Size and Forecast (2017-2028)
11.3.4 Egypt Market Size and Forecast (2017-2028)
11.3.5 Saudi Arabia Market Size and Forecast (2017-2028)
11.3.6 South Africa Market Size and Forecast (2017-2028)
12 Raw Material and Industry Chain
12.1 Raw Material of Wireless Headset for Gaming and Key Manufacturers
12.2 Manufacturing Costs Percentage of Wireless Headset for Gaming
12.3 Wireless Headset for Gaming Production Process
12.4 Wireless Headset for Gaming Industrial Chain
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.2 Wireless Headset for Gaming Typical Distributors
13.3 Wireless Headset for Gaming Typical Customers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Research Process and Data Source
15.3 Disclaimer