Global Esports Gaming Audio Market 2024 by Manufacturers, Regions, Type and Application, Forecast to 2030
1 Market Overview
- 1.1 Product Overview and Scope
- 1.2 Market Estimation Caveats and Base Year
- 1.3 Market Analysis by Type
- 1.3.1 Overview: Global Esports Gaming Audio Consumption Value by Type: 2019 Versus 2023 Versus 2030
- 1.3.2 2.0 Channel Audio
- 1.3.3 2.1 Channel Audio
- 1.3.4 5.1 Channel Audio
- 1.3.5 7.1 Channel Audio
- 1.3.6 Other New Home Audio
- 1.4 Market Analysis by Application
- 1.4.1 Overview: Global Esports Gaming Audio Consumption Value by Application: 2019 Versus 2023 Versus 2030
- 1.4.2 Home Game Audio
- 1.4.3 Commercial Game Audio
- 1.5 Global Esports Gaming Audio Market Size & Forecast
- 1.5.1 Global Esports Gaming Audio Consumption Value (2019 & 2023 & 2030)
- 1.5.2 Global Esports Gaming Audio Sales Quantity (2019-2030)
- 1.5.3 Global Esports Gaming Audio Average Price (2019-2030)
2 Manufacturers Profiles
- 2.1 SteelSeries
- 2.1.1 SteelSeries Details
- 2.1.2 SteelSeries Major Business
- 2.1.3 SteelSeries Esports Gaming Audio Product and Services
- 2.1.4 SteelSeries Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.1.5 SteelSeries Recent Developments/Updates
- 2.2 Logitech International S.A.
- 2.2.1 Logitech International S.A. Details
- 2.2.2 Logitech International S.A. Major Business
- 2.2.3 Logitech International S.A. Esports Gaming Audio Product and Services
- 2.2.4 Logitech International S.A. Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.2.5 Logitech International S.A. Recent Developments/Updates
- 2.3 Razer
- 2.3.1 Razer Details
- 2.3.2 Razer Major Business
- 2.3.3 Razer Esports Gaming Audio Product and Services
- 2.3.4 Razer Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.3.5 Razer Recent Developments/Updates
- 2.4 HyperX
- 2.4.1 HyperX Details
- 2.4.2 HyperX Major Business
- 2.4.3 HyperX Esports Gaming Audio Product and Services
- 2.4.4 HyperX Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.4.5 HyperX Recent Developments/Updates
- 2.5 Astro Gaming
- 2.5.1 Astro Gaming Details
- 2.5.2 Astro Gaming Major Business
- 2.5.3 Astro Gaming Esports Gaming Audio Product and Services
- 2.5.4 Astro Gaming Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.5.5 Astro Gaming Recent Developments/Updates
- 2.6 Sennheiser
- 2.6.1 Sennheiser Details
- 2.6.2 Sennheiser Major Business
- 2.6.3 Sennheiser Esports Gaming Audio Product and Services
- 2.6.4 Sennheiser Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.6.5 Sennheiser Recent Developments/Updates
- 2.7 Corsair
- 2.7.1 Corsair Details
- 2.7.2 Corsair Major Business
- 2.7.3 Corsair Esports Gaming Audio Product and Services
- 2.7.4 Corsair Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.7.5 Corsair Recent Developments/Updates
- 2.8 Audeze
- 2.8.1 Audeze Details
- 2.8.2 Audeze Major Business
- 2.8.3 Audeze Esports Gaming Audio Product and Services
- 2.8.4 Audeze Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.8.5 Audeze Recent Developments/Updates
- 2.9 Edifier
- 2.9.1 Edifier Details
- 2.9.2 Edifier Major Business
- 2.9.3 Edifier Esports Gaming Audio Product and Services
- 2.9.4 Edifier Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.9.5 Edifier Recent Developments/Updates
- 2.10 Beyerdynamic
- 2.10.1 Beyerdynamic Details
- 2.10.2 Beyerdynamic Major Business
- 2.10.3 Beyerdynamic Esports Gaming Audio Product and Services
- 2.10.4 Beyerdynamic Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.10.5 Beyerdynamic Recent Developments/Updates
- 2.11 Turtle Beach
- 2.11.1 Turtle Beach Details
- 2.11.2 Turtle Beach Major Business
- 2.11.3 Turtle Beach Esports Gaming Audio Product and Services
- 2.11.4 Turtle Beach Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.11.5 Turtle Beach Recent Developments/Updates
- 2.12 JBL
- 2.12.1 JBL Details
- 2.12.2 JBL Major Business
- 2.12.3 JBL Esports Gaming Audio Product and Services
- 2.12.4 JBL Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.12.5 JBL Recent Developments/Updates
- 2.13 Yamaha
- 2.13.1 Yamaha Details
- 2.13.2 Yamaha Major Business
- 2.13.3 Yamaha Esports Gaming Audio Product and Services
- 2.13.4 Yamaha Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.13.5 Yamaha Recent Developments/Updates
- 2.14 Swan Hivi
- 2.14.1 Swan Hivi Details
- 2.14.2 Swan Hivi Major Business
- 2.14.3 Swan Hivi Esports Gaming Audio Product and Services
- 2.14.4 Swan Hivi Esports Gaming Audio Sales Quantity, Average Price, Revenue, Gross Margin and Market Share (2019-2024)
- 2.14.5 Swan Hivi Recent Developments/Updates
3 Competitive Environment: Esports Gaming Audio by Manufacturer
- 3.1 Global Esports Gaming Audio Sales Quantity by Manufacturer (2019-2024)
- 3.2 Global Esports Gaming Audio Revenue by Manufacturer (2019-2024)
- 3.3 Global Esports Gaming Audio Average Price by Manufacturer (2019-2024)
- 3.4 Market Share Analysis (2023)
- 3.4.1 Producer Shipments of Esports Gaming Audio by Manufacturer Revenue ($MM) and Market Share (%): 2023
- 3.4.2 Top 3 Esports Gaming Audio Manufacturer Market Share in 2023
- 3.4.3 Top 6 Esports Gaming Audio Manufacturer Market Share in 2023
- 3.5 Esports Gaming Audio Market: Overall Company Footprint Analysis
- 3.5.1 Esports Gaming Audio Market: Region Footprint
- 3.5.2 Esports Gaming Audio Market: Company Product Type Footprint
- 3.5.3 Esports Gaming Audio Market: Company Product Application Footprint
- 3.6 New Market Entrants and Barriers to Market Entry
- 3.7 Mergers, Acquisition, Agreements, and Collaborations
4 Consumption Analysis by Region
- 4.1 Global Esports Gaming Audio Market Size by Region
- 4.1.1 Global Esports Gaming Audio Sales Quantity by Region (2019-2030)
- 4.1.2 Global Esports Gaming Audio Consumption Value by Region (2019-2030)
- 4.1.3 Global Esports Gaming Audio Average Price by Region (2019-2030)
- 4.2 North America Esports Gaming Audio Consumption Value (2019-2030)
- 4.3 Europe Esports Gaming Audio Consumption Value (2019-2030)
- 4.4 Asia-Pacific Esports Gaming Audio Consumption Value (2019-2030)
- 4.5 South America Esports Gaming Audio Consumption Value (2019-2030)
- 4.6 Middle East & Africa Esports Gaming Audio Consumption Value (2019-2030)
5 Market Segment by Type
- 5.1 Global Esports Gaming Audio Sales Quantity by Type (2019-2030)
- 5.2 Global Esports Gaming Audio Consumption Value by Type (2019-2030)
- 5.3 Global Esports Gaming Audio Average Price by Type (2019-2030)
6 Market Segment by Application
- 6.1 Global Esports Gaming Audio Sales Quantity by Application (2019-2030)
- 6.2 Global Esports Gaming Audio Consumption Value by Application (2019-2030)
- 6.3 Global Esports Gaming Audio Average Price by Application (2019-2030)
7 North America
- 7.1 North America Esports Gaming Audio Sales Quantity by Type (2019-2030)
- 7.2 North America Esports Gaming Audio Sales Quantity by Application (2019-2030)
- 7.3 North America Esports Gaming Audio Market Size by Country
- 7.3.1 North America Esports Gaming Audio Sales Quantity by Country (2019-2030)
- 7.3.2 North America Esports Gaming Audio Consumption Value by Country (2019-2030)
- 7.3.3 United States Market Size and Forecast (2019-2030)
- 7.3.4 Canada Market Size and Forecast (2019-2030)
- 7.3.5 Mexico Market Size and Forecast (2019-2030)
8 Europe
- 8.1 Europe Esports Gaming Audio Sales Quantity by Type (2019-2030)
- 8.2 Europe Esports Gaming Audio Sales Quantity by Application (2019-2030)
- 8.3 Europe Esports Gaming Audio Market Size by Country
- 8.3.1 Europe Esports Gaming Audio Sales Quantity by Country (2019-2030)
- 8.3.2 Europe Esports Gaming Audio Consumption Value by Country (2019-2030)
- 8.3.3 Germany Market Size and Forecast (2019-2030)
- 8.3.4 France Market Size and Forecast (2019-2030)
- 8.3.5 United Kingdom Market Size and Forecast (2019-2030)
- 8.3.6 Russia Market Size and Forecast (2019-2030)
- 8.3.7 Italy Market Size and Forecast (2019-2030)
9 Asia-Pacific
- 9.1 Asia-Pacific Esports Gaming Audio Sales Quantity by Type (2019-2030)
- 9.2 Asia-Pacific Esports Gaming Audio Sales Quantity by Application (2019-2030)
- 9.3 Asia-Pacific Esports Gaming Audio Market Size by Region
- 9.3.1 Asia-Pacific Esports Gaming Audio Sales Quantity by Region (2019-2030)
- 9.3.2 Asia-Pacific Esports Gaming Audio Consumption Value by Region (2019-2030)
- 9.3.3 China Market Size and Forecast (2019-2030)
- 9.3.4 Japan Market Size and Forecast (2019-2030)
- 9.3.5 South Korea Market Size and Forecast (2019-2030)
- 9.3.6 India Market Size and Forecast (2019-2030)
- 9.3.7 Southeast Asia Market Size and Forecast (2019-2030)
- 9.3.8 Australia Market Size and Forecast (2019-2030)
10 South America
- 10.1 South America Esports Gaming Audio Sales Quantity by Type (2019-2030)
- 10.2 South America Esports Gaming Audio Sales Quantity by Application (2019-2030)
- 10.3 South America Esports Gaming Audio Market Size by Country
- 10.3.1 South America Esports Gaming Audio Sales Quantity by Country (2019-2030)
- 10.3.2 South America Esports Gaming Audio Consumption Value by Country (2019-2030)
- 10.3.3 Brazil Market Size and Forecast (2019-2030)
- 10.3.4 Argentina Market Size and Forecast (2019-2030)
11 Middle East & Africa
- 11.1 Middle East & Africa Esports Gaming Audio Sales Quantity by Type (2019-2030)
- 11.2 Middle East & Africa Esports Gaming Audio Sales Quantity by Application (2019-2030)
- 11.3 Middle East & Africa Esports Gaming Audio Market Size by Country
- 11.3.1 Middle East & Africa Esports Gaming Audio Sales Quantity by Country (2019-2030)
- 11.3.2 Middle East & Africa Esports Gaming Audio Consumption Value by Country (2019-2030)
- 11.3.3 Turkey Market Size and Forecast (2019-2030)
- 11.3.4 Egypt Market Size and Forecast (2019-2030)
- 11.3.5 Saudi Arabia Market Size and Forecast (2019-2030)
- 11.3.6 South Africa Market Size and Forecast (2019-2030)
12 Market Dynamics
- 12.1 Esports Gaming Audio Market Drivers
- 12.2 Esports Gaming Audio Market Restraints
- 12.3 Esports Gaming Audio Trends Analysis
- 12.4 Porters Five Forces Analysis
- 12.4.1 Threat of New Entrants
- 12.4.2 Bargaining Power of Suppliers
- 12.4.3 Bargaining Power of Buyers
- 12.4.4 Threat of Substitutes
- 12.4.5 Competitive Rivalry
13 Raw Material and Industry Chain
- 13.1 Raw Material of Esports Gaming Audio and Key Manufacturers
- 13.2 Manufacturing Costs Percentage of Esports Gaming Audio
- 13.3 Esports Gaming Audio Production Process
- 13.4 Industry Value Chain Analysis
14 Shipments by Distribution Channel
- 14.1 Sales Channel
- 14.1.1 Direct to End-User
- 14.1.2 Distributors
- 14.2 Esports Gaming Audio Typical Distributors
- 14.3 Esports Gaming Audio Typical Customers
15 Research Findings and Conclusion
16 Appendix
- 16.1 Methodology
- 16.2 Research Process and Data Source
Esports Gaming Audio refers to the specialized sound systems used in competitive gaming, encompassing a range of sonic elements such as participant audio mics, commentary, in-game audio elements, recorded music, and dramatic, game-punctuating sound effects. It's integral to the esports experience, providing immersive soundscapes and clear communication among players.
According to our (Global Info Research) latest study, the global Esports Gaming Audio market size was valued at US$ million in 2023 and is forecast to a readjusted size of USD million by 2030 with a CAGR of %during review period.
This report is a detailed and comprehensive analysis for global Esports Gaming Audio market. Both quantitative and qualitative analyses are presented by manufacturers, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2024, are provided.
Key Features:
Global Esports Gaming Audio market size and forecasts, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2019-2030
Global Esports Gaming Audio market size and forecasts by region and country, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2019-2030
Global Esports Gaming Audio market size and forecasts, by Type and by Application, in consumption value ($ Million), sales quantity (K Units), and average selling prices (US$/Unit), 2019-2030
Global Esports Gaming Audio market shares of main players, shipments in revenue ($ Million), sales quantity (K Units), and ASP (US$/Unit), 2019-2024
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Esports Gaming Audio
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Esports Gaming Audio market based on the following parameters - company overview, sales quantity, revenue, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include SteelSeries, Logitech International S.A., Razer, HyperX, Astro Gaming, Sennheiser, Corsair, Audeze, Edifier, Beyerdynamic, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market Segmentation
Esports Gaming Audio market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value 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
2.0 Channel Audio
2.1 Channel Audio
5.1 Channel Audio
7.1 Channel Audio
Other New Home Audio
Market segment by Application
Home Game Audio
Commercial Game Audio
Major players covered
SteelSeries
Logitech International S.A.
Razer
HyperX
Astro Gaming
Sennheiser
Corsair
Audeze
Edifier
Beyerdynamic
Turtle Beach
JBL
Yamaha
Swan Hivi
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 Esports Gaming Audio product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of Esports Gaming Audio, with price, sales quantity, revenue, and global market share of Esports Gaming Audio from 2019 to 2024.
Chapter 3, the Esports Gaming Audio competitive situation, sales quantity, revenue, and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Esports Gaming Audio breakdown data are shown at the regional level, to show the sales quantity, consumption value, and growth by regions, from 2019 to 2030.
Chapter 5 and 6, to segment the sales by Type and by Application, with sales market share and growth rate by Type, by Application, from 2019 to 2030.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value, and market share for key countries in the world, from 2019 to 2024.and Esports Gaming Audio market forecast, by regions, by Type, and by Application, with sales and revenue, from 2025 to 2030.
Chapter 12, market dynamics, drivers, restraints, trends, and Porters Five Forces analysis.
Chapter 13, the key raw materials and key suppliers, and industry chain of Esports Gaming Audio.
Chapter 14 and 15, to describe Esports Gaming Audio sales channel, distributors, customers, research findings and conclusion.