DUBLIN, Apr. 13, 2017 /PRNewswire/ --
Research and Markets has announced the addition of the "Global Gaming Headset Market 2017-2021" report to their offering.
The global gaming headset market to grow at a CAGR of 7.31% during the period 2017-2021.
The report, Global Gaming Headset Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
The latest trend gaining momentum in the market is reduction in size of wireless headsets. The technologies used in wireless headsets are constantly evolving. For instance, advances in nano-chip technology have enabled manufacturers to design wireless headsets that are small enough to fit inside the ear. Although earbuds are not being used for gaming on a large scale, they are expected to have a high penetration during the forecast period as these earbuds have a high aesthetic appeal. These wireless earbuds use the wireless charging technology to charge themselves.
According to the report, one of the major drivers for this market is growth in global e-sports market. E-sports is an attempt to make the entertainment value obtained through video games a global phenomenon where people can enjoy the game by competing against the best in the world. The sport has an ever-increasing viewership with growing popularity, as e-sports create an environment where the viewer can experience game-play. E-sports on a large scale is considered to be one of the most popular sports entertainment events in the world. E-sports will increase the demand for gaming in specific peripherals, thus driving the gaming headset market during the forecast period.
- Creative Technology
- Catz Interactive
- Turtle Beach Corporation
Other prominent vendors
Key Topics Covered:
PART 01: Executive summary
PART 02: Scope of the report
PART 03: Research Methodology
PART 04: Introduction
PART 05: Market Landscape
PART 06: Market segmentation by product
PART 07: Market segmentation by technology
PART 08: Market segmentation by distribution channel
PART 09: Geographical segmentation
PART 10: Key leading countries
PART 11: Decision framework
PART 12: Drivers and challenges
PART 13: Market trends
PART 14: Vendor landscape
PART 15: Appendix
For more information about this report visit http://www.researchandmarkets.com/research/252hbl/global_gaming
Laura Wood, Senior Manager
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SOURCE Research and Markets