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Global (United States, European Union and China) Gaming Eyewear Market Research Report 2019-2025

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Table of Contents

    1 Report Overview

    • 1.1 Study Scope
    • 1.2 Major Manufacturers Covered in This Report
    • 1.3 Market Segment by Type
      • 1.3.1 Global Gaming Eyewear Market Size Growth Rate by Type (2019-2025)
      • 1.3.2 Men
      • 1.3.3 Women
    • 1.4 Market Segment by Application
      • 1.4.1 Global Gaming Eyewear Market Share by Application (2019-2025)
      • 1.4.2 Professional Use
      • 1.4.3 Personal Use
    • 1.5 Study Objectives
    • 1.6 Years Considered

    2 Global Growth Trends

    • 2.1 Global Gaming Eyewear Market Size
      • 2.1.1 Global Gaming Eyewear Revenue 2014-2025
      • 2.1.2 Global Gaming Eyewear Sales 2014-2025
    • 2.2 Gaming Eyewear Growth Rate by Regions
      • 2.2.1 Global Gaming Eyewear Sales by Regions 2014-2019
      • 2.2.2 Global Gaming Eyewear Revenue by Regions 2014-2019
    • 2.3 Industry Trends
      • 2.3.1 Market Top Trends
      • 2.3.2 Market Drivers

    3 Market Share by Manufacturers

    • 3.1 Gaming Eyewear Sales by Manufacturers
      • 3.1.1 Gaming Eyewear Sales by Manufacturers 2014-2019
      • 3.1.2 Gaming Eyewear Sales Market Share by Manufacturers 2014-2019
    • 3.2 Revenue by Manufacturers
      • 3.2.1 Gaming Eyewear Revenue by Manufacturers (2014-2019)
      • 3.2.2 Gaming Eyewear Revenue Share by Manufacturers (2014-2019)
      • 3.2.3 Global Gaming Eyewear Market Concentration Ratio (CR5 and HHI)
    • 3.3 Gaming Eyewear Price by Manufacturers
    • 3.4 Key Manufacturers Gaming Eyewear Plants/Factories Distribution and Area Served
    • 3.5 Date of Key Manufacturers Enter into Gaming Eyewear Market
    • 3.6 Key Manufacturers Gaming Eyewear Product Offered
    • 3.7 Mergers & Acquisitions, Expansion Plans

    4 Market Size by Type

    • 4.1 Sales and Revenue for Each Type
      • 4.1.1 Men Sales and Revenue (2014-2019)
      • 4.1.2 Women Sales and Revenue (2014-2019)
    • 4.2 Global Gaming Eyewear Sales Market Share by Type
    • 4.3 Global Gaming Eyewear Revenue Market Share by Type
    • 4.4 Gaming Eyewear Price by Type

    5 Market Size by Application

    • 5.1 Overview
    • 5.2 Global Gaming Eyewear Sales by Application

    6 United States

    • 6.1 United States Gaming Eyewear Breakdown Data by Company
    • 6.2 United States Gaming Eyewear Breakdown Data by Type
    • 6.3 United States Gaming Eyewear Breakdown Data by Application

    7 European Union

    • 7.1 European Union Gaming Eyewear Breakdown Data by Company
    • 7.2 European Union Gaming Eyewear Breakdown Data by Type
    • 7.3 European Union Gaming Eyewear Breakdown Data by Application

    8 China

    • 8.1 China Gaming Eyewear Breakdown Data by Company
    • 8.2 China Gaming Eyewear Breakdown Data by Type
    • 8.3 China Gaming Eyewear Breakdown Data by Application

    9 Rest of World

    • 9.1 Rest of World Gaming Eyewear Breakdown Data by Company
    • 9.2 Rest of World Gaming Eyewear Breakdown Data by Type
    • 9.3 Rest of World Gaming Eyewear Breakdown Data by Application
    • 9.4 Rest of World Gaming Eyewear Breakdown Data by Countries
      • 9.4.1 Rest of World Gaming Eyewear Sales by Countries
      • 9.4.2 Rest of World Gaming Eyewear Revenue by Countries
      • 9.4.3 Japan
      • 9.4.4 Korea
      • 9.4.5 India
      • 9.4.6 Southeast Asia

    10 Company Profiles

    • 10.1 J and S vision
      • 10.1.1 J and S vision Company Details
      • 10.1.2 Company Description and Business Overview
      • 10.1.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.1.4 Gaming Eyewear Product Introduction
      • 10.1.5 J and S vision Recent Development
    • 10.2 Duco Protection
      • 10.2.1 Duco Protection Company Details
      • 10.2.2 Company Description and Business Overview
      • 10.2.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.2.4 Gaming Eyewear Product Introduction
      • 10.2.5 Duco Protection Recent Development
    • 10.3 Active Pacific
      • 10.3.1 Active Pacific Company Details
      • 10.3.2 Company Description and Business Overview
      • 10.3.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.3.4 Gaming Eyewear Product Introduction
      • 10.3.5 Active Pacific Recent Development
    • 10.4 Gunnar
      • 10.4.1 Gunnar Company Details
      • 10.4.2 Company Description and Business Overview
      • 10.4.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.4.4 Gaming Eyewear Product Introduction
      • 10.4.5 Gunnar Recent Development
    • 10.5 AltecVision
      • 10.5.1 AltecVision Company Details
      • 10.5.2 Company Description and Business Overview
      • 10.5.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.5.4 Gaming Eyewear Product Introduction
      • 10.5.5 AltecVision Recent Development
    • 10.6 Zenni Optical
      • 10.6.1 Zenni Optical Company Details
      • 10.6.2 Company Description and Business Overview
      • 10.6.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.6.4 Gaming Eyewear Product Introduction
      • 10.6.5 Zenni Optical Recent Development
    • 10.7 Ambr Eyewear
      • 10.7.1 Ambr Eyewear Company Details
      • 10.7.2 Company Description and Business Overview
      • 10.7.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.7.4 Gaming Eyewear Product Introduction
      • 10.7.5 Ambr Eyewear Recent Development
    • 10.8 Pixel Eyewear
      • 10.8.1 Pixel Eyewear Company Details
      • 10.8.2 Company Description and Business Overview
      • 10.8.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.8.4 Gaming Eyewear Product Introduction
      • 10.8.5 Pixel Eyewear Recent Development
    • 10.9 Venn Eyewea
      • 10.9.1 Venn Eyewea Company Details
      • 10.9.2 Company Description and Business Overview
      • 10.9.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.9.4 Gaming Eyewear Product Introduction
      • 10.9.5 Venn Eyewea Recent Development
    • 10.10 BARNER
      • 10.10.1 BARNER Company Details
      • 10.10.2 Company Description and Business Overview
      • 10.10.3 Sales, Revenue and Market Share of Gaming Eyewear
      • 10.10.4 Gaming Eyewear Product Introduction
      • 10.10.5 BARNER Recent Development
    • 10.11 ZEISS
    • 10.12 TruVision
    • 10.13 Swanwick
    • 10.14 Spektrum Glasses
    • 10.15 CrystalHill

    11 Value Chain and Sales Channels Analysis

    • 11.1 Value Chain Analysis
    • 11.2 Sales Channels Analysis
      • 11.2.1 Gaming Eyewear Sales Channels
      • 11.2.2 Gaming Eyewear Distributors
    • 11.3 Gaming Eyewear Customers

    12 Market Forecast

    • 12.1 Global Gaming Eyewear Sales and Revenue Forecast 2019-2025
    • 12.2 Global Gaming Eyewear Sales Forecast by Type
    • 12.3 Global Gaming Eyewear Sales Forecast by Application
    • 12.4 Gaming Eyewear Forecast by Regions
      • 12.4.1 Global Gaming Eyewear Sales Forecast by Regions 2019-2025
      • 12.4.2 Global Gaming Eyewear Revenue Forecast by Regions 2019-2025
    • 12.5 United States Market Forecast
    • 12.6 European Union Market Forecast
    • 12.7 China Market Forecast
    • 12.8 Rest of World
      • 12.8.1 Japan
      • 12.8.2 Korea
      • 12.8.3 India

    13 Research Findings and Conclusion

      14 Appendix

      • 14.1 Research Methodology
        • 14.1.1 Methodology/Research Approach
          • 14.1.1.1 Research Programs/Design
          • 14.1.1.2 Market Size Estimation
          • 14.1.1.3 Market Breakdown and Data Triangulation
        • 14.1.2 Data Source
          • 14.1.2.1 Secondary Sources
          • 14.1.2.2 Primary Sources
      • 14.2 Author Details

      Gaming eyewear are used to protect your eyes from the glare of the computer or television screen. Gaming eyewear prevent glare-induced headaches that are usually caused from too much continuous light reaching the eyes. These frames are usually an amber color – this increases the contrast of the colors on the screen. Gaming glasses are also anti-reflective, creating even more protection for your eyes. They are usually water and dust repellant and scratch resistant.
      In 2019, the market size of Gaming Eyewear is xx million US$ and it will reach xx million US$ in 2025, growing at a CAGR of xx% from 2019; while in China, the market size is valued at xx million US$ and will increase to xx million US$ in 2025, with a CAGR of xx% during forecast period.
      In this report, 2018 has been considered as the base year and 2019 to 2025 as the forecast period to estimate the market size for Gaming Eyewear.

      This report studies the global market size of Gaming Eyewear, especially focuses on the key regions like United States, European Union, China, and other regions (Japan, Korea, India and Southeast Asia).
      This study presents the Gaming Eyewear sales volume, revenue, market share and growth rate for each key company, and also covers the breakdown data (sales, revenue and market share) by regions, type and applications. history breakdown data from 2014 to 2019, and forecast to 2025.
      For top companies in United States, European Union and China, this report investigates and analyzes the production, value, price, market share and growth rate for the top manufacturers, key data from 2014 to 2019.

      In global market, the following companies are covered:
      J and S vision
      Duco Protection
      Active Pacific
      Gunnar
      AltecVision
      Zenni Optical
      Ambr Eyewear
      Pixel Eyewear
      Venn Eyewea
      BARNER
      ZEISS
      TruVision
      Swanwick
      Spektrum Glasses
      CrystalHill

      Market Segment by Product Type
      Men
      Women

      Market Segment by Application
      Professional Use
      Personal Use

      Key Regions split in this report: breakdown data for each region.
      United States
      China
      European Union
      Rest of World (Japan, Korea, India and Southeast Asia)

      The study objectives are:
      To analyze and research the Gaming Eyewear status and future forecast in United States, European Union and China, involving sales, value (revenue), growth rate (CAGR), market share, historical and forecast.
      To present the key Gaming Eyewear manufacturers, presenting the sales, revenue, market share, and recent development for key players.
      To split the breakdown data by regions, type, companies and applications
      To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints and risks.
      To identify significant trends, drivers, influence factors in global and regions
      To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market

      In this study, the years considered to estimate the market size of Gaming Eyewear are as follows:
      History Year: 2014-2018
      Base Year: 2018
      Estimated Year: 2019
      Forecast Year 2019 to 2025

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