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Global Headset Market to reach USD 26928.94 million by 2028

Global Headset Market Size study, By Product (In-Ear Headsets, Over-Ear Headsets), By Pricing (Below USD 50, USD 50-100, Above USD 100), By Technology (Wired, Wireless), By Application (Personal, Commercial) and Regional Forecasts 2022-2028

Product Code: ECE-98597420
Publish Date: 27-09-2022
Page: 200

Global Headset Market is valued at approximately USD 16660.69 million in 2021 and is anticipated to grow with a healthy growth rate of more than 7.1 % over the forecast period 2022-2028.

The Headset can be defined as a type of headphones from which one can listen as well as talk. Headsets mainly are used in telephonic companies. Headsets are a set of both listening and speak. Headsets can be connected with different devices like smartphones, computers and laptop where we can listen as well as talk on call also. Headsets are connected in our devices, we have to wear in-ears to hear, and a microphone is near to our mouth when we speak and another person can hear our talk. The increasing adoption of Smartphones worldwide and rising demand for application-specific headsets as well as Strategic initiatives from leading market players are key factors driving the market growth. For instance, according to Statista, in the year 2020, the total number of smartphone users in India was estimated at 748 million, and as projections, the number of smartphone users in the country would exceed 1.5 billion users by 2040. Moreover, leading market players are working towards new acquisitions to capitalize on the growing demand for Headsets. For instance, in September 2021, Byte dance announced the acquisition of China-based Pico. Pico is a leading manufacturer of Virtual Reality (VR) headsets. Also, growing demand for enhanced communication equipment and increasing penetration of IoT connected Devices would create lucrative growth opportunities for the market during the forecast period. However, an increase the health issues such as ear infections as well as the volatile cost of raw materials impede the growth of the market over the forecast period of 2022-2028.

The key regions considered for the global Headset market study include Asia Pacific, North America, Europe, Latin America, and the Rest of the World. North America is the leading region in terms of revenue owing to factors such as the presence of leading market players and increasing utilization of headsets across different industries in the region. Whereas Asia Pacific is the fastest growing region owing to factors such as the rising expansion of BPO and Call Center industries as well as the increasing number of smartphone users in the region would create lucrative growth prospects for the market across the Asia Pacific region.

Major market players included in this report are:
Alclair Audio, Inc.
Apple Inc.
Bose Corporation
Grado Labs
Harman Internationals Industries Incorporated
JVC Kenwood Corporation
Koninklijke Philips N.V. (Philips)
Logitech International SA.
Audio-Technica Corporation
Plantronics, Inc.

The objective of the study is to define the market sizes of different segments & countries in recent years and to forecast the values for the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of the competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Product
In-Ear Headsets
Over-Ear Headsets
By Pricing
Below USD 50
USD 50-100
Above USD 100
By Technology
Wired
Wireless
By Application
Personal
Commercial
By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2018, 2019, 2020
Base year – 2021
Forecast period – 2022 to 2028

Target Audience of the Global Headset Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2028 (USD Million)
1.2.1. Global Headset Market, by Region, 2020-2028 (USD Million)
1.2.2. Global Headset Market, by Product, 2020-2028 (USD Million)
1.2.3. Global Headset Market, by Pricing, 2020-2028 (USD Million)
1.2.4. Global Headset Market, by Technology, 2020-2028 (USD Million)
1.2.5. Global Headset Market, by Application, 2020-2028 (USD Million)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Headset Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Headset Market Dynamics
3.1. Headset Market Impact Analysis (2020-2028)
3.1.1. Market Drivers
3.1.1.1. Increasing adoption of Smartphones worldwide.
3.1.1.2. Rising demand for application specific headsets.
3.1.1.3. Strategic initiatives from leading market players.
3.1.2. Market Challenges
3.1.2.1. Health concern associated with Headsets
3.1.2.2. Volatile cost of raw materials.
3.1.3. Market Opportunities
3.1.3.1. Growing demand for enhanced communication equipment.
3.1.3.2. Increasing penetration of IoT connected Devices.
Chapter 4. Global Headset Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model (2018-2028)
4.2. PEST Analysis
4.2.1. Political
4.2.2. Economical
4.2.3. Social
4.2.4. Technological
4.3. Investment Adoption Model
4.4. Analyst Recommendation & Conclusion
4.5. Top investment opportunity
4.6. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1.1. Assessment of the overall impact of COVID-19 on the industry
5.1.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Headset Market, by Product
6.1. Market Snapshot
6.2. Global Headset Market by Product, Performance – Potential Analysis
6.3. Global Headset Market Estimates & Forecasts by Product2018-2028 (USD Million)
6.4. Headset Market, Sub Segment Analysis
6.4.1. In-Ear Headsets
6.4.2. Over-Ear Headsets
Chapter 7. Global Headset Market, by Pricing
7.1. Market Snapshot
7.2. Global Headset Market by Pricing, Performance – Potential Analysis
7.3. Global Headset Market Estimates & Forecasts by Pricing 2018-2028 (USD Million)
7.4. Headset Market, Sub Segment Analysis
7.4.1. Below USD 50
7.4.2. USD 50-100
7.4.3. Above USD 100
Chapter 8. Global Headset Market, by Technology
8.1. Market Snapshot
8.2. Global Headset Market by Technology, Performance – Potential Analysis
8.3. Global Headset Market Estimates & Forecasts by Technology 2018-2028 (USD Million)
8.4. Headset Market, Sub Segment Analysis
8.4.1. Wired
8.4.2. Wireless
Chapter 9. Global Headset Market, by Application
9.1. Market Snapshot
9.2. Global Headset Market by Application, Performance – Potential Analysis
9.3. Global Headset Market Estimates & Forecasts by Application 2018-2028 (USD Million)
9.4. Headset Market, Sub Segment Analysis
9.4.1. Personal
9.4.2. Commercial
Chapter 10. Global Headset Market, Regional Analysis
10.1. Headset Market, Regional Market Snapshot
10.2. North America Headset Market
10.2.1. U.S. Headset Market
10.2.1.1. Product estimates & forecasts, 2018-2028
10.2.1.2. Pricing estimates & forecasts, 2018-2028
10.2.1.3. Technology estimates & forecasts, 2018-2028
10.2.1.4. Application estimates & forecasts, 2018-2028
10.2.2. Canada Headset Market
10.3. Europe Headset Market Snapshot
10.3.1. U.K. Headset Market
10.3.2. Germany Headset Market
10.3.3. France Headset Market
10.3.4. Spain Headset Market
10.3.5. Italy Headset Market
10.3.6. Rest of Europe Headset Market
10.4. Asia-Pacific Headset Market Snapshot
10.4.1. China Headset Market
10.4.2. India Headset Market
10.4.3. Japan Headset Market
10.4.4. Australia Headset Market
10.4.5. South Korea Headset Market
10.4.6. Rest of Asia Pacific Headset Market
10.5. Latin America Headset Market Snapshot
10.5.1. Brazil Headset Market
10.5.2. Mexico Headset Market
10.6. Rest of The World Headset Market

Chapter 11. Competitive Intelligence
11.1. Top Market Strategies
11.2. Company Profiles
11.2.1. Alclair Audio, Inc.
11.2.1.1. Key Information
11.2.1.2. Overview
11.2.1.3. Financial (Subject to Data Availability)
11.2.1.4. Product Summary
11.2.1.5. Recent Developments
11.2.2. Apple Inc.
11.2.3. Bose Corporation
11.2.4. Grado Labs
11.2.5. Harman International Industries Incorporated
11.2.6. JVC Kenwood Corporation
11.2.7. Koninklijke Philips N.V. (Philips)
11.2.8. Logitech International SA.
11.2.9. Audio-Technica Corporation
11.2.10. Plantronics, Inc.
Chapter 12. Research Process
12.1. Research Process
12.1.1. Data Mining
12.1.2. Analysis
12.1.3. Market Estimation
12.1.4. Validation
12.1.5. Publishing
12.2. Research Attributes
12.3. Research Assumption

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