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세계의 헤드셋 시장 보고서(2025년)

Headset Global Market Report 2025

발행일: | 리서치사: The Business Research Company | 페이지 정보: 영문 250 Pages | 배송안내 : 2-10일 (영업일 기준)

    
    
    




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헤드셋 시장 규모는 향후 몇 년 동안 비약적인 성장이 예상됩니다. 2029년까지 연평균 성장률(CAGR) 31.5%로 3,819억 달러로 성장할 전망입니다. 예측 기간의 성장은 증강현실(AR)과 가상현실(VR)의 부상, 원격 근무 및 통신 요구, 소비자 라이프스타일의 진화, 환경적 지속가능성, 새로운 유통 채널의 출현에 기인합니다. 예측 기간의 주요 동향으로는 무선 연결의 우위, 진정한 무선 이어폰의 부상, 고급 기능의 통합, 다기능 스마트 헤드셋, 인체공학 및 편안함의 중요성 등이 있습니다.

향후 5년간 31.5%의 성장률 전망은 지난번 예측보다 0.6% 소폭 하락한 수치입니다. 이 감소는 주로 미국과 다른 국가 간의 관세의 영향에 기인합니다. 중국과 베트남의 노이즈 캔슬링 마이크와 블루투스 모듈에 대한 관세가 사무용 헤드셋과 게임용 헤드셋 공급에 차질을 빚어 소비자와 기업의 통신비 증가를 통해 미국에 직접적으로 영향을 미칠 것으로 보입니다. 또한, 상호 관세와 무역 긴장과 제한 증가로 인한 세계 경제와 무역에 대한 악영향으로 인해 그 영향은 더욱 광범위하게 나타날 것으로 보입니다.

헤드셋 시장은 스마트폰의 보급으로 인해 성장이 예상됩니다. 스마트폰은 컴퓨터와 같은 다기능 장치로 터치스크린 인터페이스, 인터넷 접속, 호환성 등 다양한 이점을 제공합니다. 헤드셋은 스마트폰의 경험을 보완하고, 게임이나 일반 통화와 같은 활동에서 편리함과 향상된 커뮤니케이션을 제공합니다. 지피어에 따르면, 2022년 6월 인구의 86%(약 66억 5,000만 명)에 달한 전 세계 스마트폰 사용자는 2026년 75억 2,000만 명으로 증가할 것으로 예측됩니다. 그 결과, 스마트폰의 보급 확대가 헤드셋 수요의 원동력이 되고 있습니다.

목차

제1장 주요 요약

제2장 시장 특징

제3장 시장 동향과 전략

제4장 시장 : 금리, 인플레이션, 지정학, 무역 전쟁과 관세, 그리고 코로나재난과 회복이 시장에 미치는 영향을 포함한 거시경제 시나리오

제5장 세계의 성장 분석과 전략 분석 프레임워크

  • 세계의 헤드셋 : PESTEL 분석(정치, 사회, 기술, 환경, 법적 요인, 촉진요인과 억제요인)
  • 최종 이용 산업 분석
  • 세계의 헤드셋 시장 : 성장률 분석
  • 세계의 헤드셋 시장 실적 : 규모와 성장, 2019년-2024년
  • 세계의 헤드셋 시장 예측 : 규모와 성장, 2024년-2029년, 2034년
  • 세계의 헤드셋 : 전체 시장 규모(TAM)

제6장 시장 세분화

  • 세계의 헤드셋 시장 : 유형별, 분석과 예측, 2019년-2024년, 2024년-2029년, 2034년
  • In-Ear
  • Over Ear
  • 세계의 헤드셋 시장 : 가격별, 분석과 예측, 2019년-2024년, 2024년-2029년, 2034년
  • 50달러 이하
  • 51-150달러
  • 151-350달러
  • 351달러 이상
  • 세계의 헤드셋 시장 : 접속성별, 분석과 예측, 2019년-2024년, 2024년-2029년, 2034년
  • 유선
  • 무선
  • 세계의 헤드셋 시장 : 용도별, 분석과 예측, 2019년-2024년, 2024년-2029년, 2034년
  • 스마트폰
  • 퍼스널 컴퓨터(PC)
  • 웨어러블
  • 기타 용도
  • 세계의 헤드셋 시장, 인이어별, 분석과 예측, 2019년-2024년, 2024년-2029년, 2034년
  • 유선 인이어 헤드셋
  • 무선 인이어 헤드셋
  • 노이즈 캔슬링 인이어 헤드셋
  • 스포츠용 인이어 헤드셋
  • 세계의 헤드셋 시장, 오버이어별, 분석과 예측, 2019년-2024년, 2024년-2029년, 2034년
  • 유선 오버이어 헤드셋
  • 무선 오버이어 헤드셋
  • 노이즈 캔슬링 오버이어 헤드셋
  • 게이밍 오버이어 헤드셋

제7장 지역별/국가별 분석

  • 세계의 헤드셋 시장 : 지역별, 분석과 예측, 2019년-2024년, 2024년-2029년, 2034년
  • 세계의 헤드셋 시장 : 국가별, 분석과 예측, 2019년-2024년, 2024년-2029년, 2034년

제8장 아시아태평양 시장

제9장 중국 시장

제10장 인도 시장

제11장 일본 시장

제12장 호주 시장

제13장 인도네시아 시장

제14장 한국 시장

제15장 서유럽 시장

제16장 영국 시장

제17장 독일 시장

제18장 프랑스 시장

제19장 이탈리아 시장

제20장 스페인 시장

제21장 동유럽 시장

제22장 러시아 시장

제23장 북미 시장

제24장 미국 시장

제25장 캐나다 시장

제26장 남미 시장

제27장 브라질 시장

제28장 중동 시장

제29장 아프리카 시장

제30장 경쟁 구도와 기업 개요

  • 헤드셋 시장 : 경쟁 구도
  • 헤드셋 시장 : 기업 개요
    • Alclair Audio Inc. : 개요, 제품 및 서비스, 전략 및 재무 분석
    • Bose Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
    • JVC Kenwood Corporation : 개요, 제품 및 서비스, 전략 및 재무 분석
    • Apple Inc. : 개요, 제품 및 서비스, 전략 및 재무 분석
    • Harman International Industries : 개요, 제품 및 서비스, 전략 및 재무 분석

제31장 기타 주요 기업 및 혁신 기업

  • Grado Labs
  • Shure Incorporated
  • Koninklijke Philips N.V.
  • Logitech International SA
  • Panasonic Corporation
  • Plantronics Inc.
  • Sony Corporation
  • Shenzhen Cannice Technology Co. Ltd.
  • GN Netcom
  • Motorola
  • LG Electronics
  • Sennheiser Electronic GmbH & Co. KG
  • Jabra(GN Audio)
  • Beyerdynamic GmbH & Co. KG
  • Audeze LLC

제32장 세계 시장 경쟁 벤치마킹과 대시보드

제33장 주요 인수합병(M&A)

제34장 최근 시장 동향

제35장 시장 잠재력이 높은 국가, 부문, 전략

  • 헤드셋 시장 2029년 : 새로운 기회를 제공하는 국가
  • 헤드셋 시장 2029년 : 새로운 기회를 제공하는 부문
  • 헤드셋 시장 2029년 : 성장 전략
    • 시장 동향에 근거한 전략
    • 경쟁 전략

제36장 부록

LSH 25.09.09

A headset is a hardware device that connects to a smartphone, computer, or laptop, facilitating audio listening and communication through a built-in microphone, thereby enhancing ease of communication.

The primary types of headsets are in-ear and over-the-ear. In-ear headsets are compact electronic devices resembling earbuds but with higher audio quality. These headsets come in various price bands, categorized as below USD 50, USD 51-150, USD 151-350, and over USD 351. Connectivity options include wired and wireless. Headsets find application in various devices, including smartphones, personal computers (PCs), wearables, and others.

Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report's Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.

The sharp escalation of U.S. tariffs and resulting trade tensions in spring 2025 are significantly affecting the electrical and electronics sector. Key components such as semiconductors, display panels, and rare-earth metals crucial for batteries and motors are now facing heavy duties. Consumer electronics companies are seeing profit margins shrink, as fierce competition makes it difficult to pass on rising costs to consumers. At the same time, industrial electronics firms are experiencing project delays due to shortages of tariff-impacted parts like printed circuit boards. In response, businesses are shifting assembly operations to tariff-exempt nations, building up inventory reserves, and redesigning products to reduce reliance on restricted materials.

The headset market research report is one of a series of new reports from The Business Research Company that provides headset market statistics, including headset industry global market size, regional shares, competitors with a headset market share, detailed headset market segments, market trends, and opportunities, and any further data you may need to thrive in the headset industry. This headset market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The headset market size has grown exponentially in recent years. It will grow from $99.28 billion in 2024 to $127.52 billion in 2025 at a compound annual growth rate (CAGR) of 28.4%. The growth in the historic period can be attributed to gaming industry growth, increasing disposable income, rise of remote work, entertainment consumption patterns, globalization of e-commerce.

The headset market size is expected to see exponential growth in the next few years. It will grow to $381.9 billion in 2029 at a compound annual growth rate (CAGR) of 31.5%. The growth in the forecast period can be attributed to rise of augmented reality (AR) and virtual reality, remote work and communication needs, evolving consumer lifestyles, environmental sustainability, emergence of new distribution channels. Major trends in the forecast period include wireless connectivity dominance, rise of true wireless earbuds, integration of advanced features, multi-functional smart headsets, focus on ergonomics and comfort.

The forecast of 31.5% growth over the next five years reflects a modest reduction of 0.6% from the previous estimate for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. This is likely to directly affect the US through higher consumer and business communication expenses, as tariffs on noise-canceling microphones and Bluetooth modules from China and Vietnam disrupt supply for office and gaming headsets. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.

The headset market is anticipated to experience growth due to the increasing prevalence of smartphones. Smartphones, multifunctional devices akin to computers, offer a range of benefits including a touchscreen interface, internet access, and compatibility. Headsets complement the smartphone experience, providing ease of handling and enhanced communication for activities such as gaming and general calls. The growing global smartphone user base, reaching 86% of the population (approximately 6.65 billion people) in June 2022, is expected to increase to 7.52 billion users by 2026, according to Zippia. Consequently, the expanding penetration of smartphones is a driving force behind the demand for headsets.

The surge in the number of gamers is expected to propel the growth of the headset market. The term 'gamer' now encompasses a diverse range of individuals engaged in gaming across various platforms, including desktops, laptops, gaming consoles, and mobile devices. Gaming headsets play a crucial role in enhancing audio quality, communication, and overall immersion in the gaming experience. The Australia Plays 2023 report by the Interactive Games and Entertainment Association revealed that 81% of Australians are engaged in playing video games, marking a 14% increase from the Digital Australia 2022 survey conducted two years earlier. This rise in the gaming community is a significant driver for the headset market.

Technological advancements are a significant trend gaining traction in the headsets market. Leading companies in this sector are launching innovative products featuring advanced technologies to maintain their competitive edge. For example, in September 2022, Jabra, a Danish company specializing in audio equipment, introduced two cutting-edge products, the Engage 40 and Engage 50 II. These headsets come equipped with built-in hearing protection, noise-isolating earcups, and advanced speaker technology, including innovative speech optimization and background noise cancellation, enabling users to communicate clearly without distractions.

Prominent companies in the headset market are pursuing strategic partnerships to integrate Teams, Office, Windows, and Xbox into virtual reality (VR). Strategic partnerships involve companies leveraging each other's strengths and resources for mutual benefit and success. For instance, in October 2022, Microsoft Corporation announced a collaboration with Meta Platforms, Inc. to enhance how individuals operate and engage in virtual reality. Microsoft's initial initiative is to bring its essential services, such as Teams, Office, Windows, and potentially Xbox Cloud Gaming, to Meta's Quest VR devices. As part of this collaboration, Microsoft will adapt Meta's avatar system for Teams, and Teams will receive integration within Meta's Horizon Workrooms as part of the Teams experience on the new Quest Pro and Quest 2 headsets. This virtual workplace of the future will encompass more than just meetings, as Windows 365 is now accessible on Quest, allowing users to stream complete versions of Windows to their devices. Meta Platforms, Inc. is a U.S.-based technology company.

In March 2022, Sonova, a Switzerland-based audio devices company, acquired the Consumer Division of Sennheiser for an undisclosed amount. This acquisition not only expands Sonova's consumer division in audio devices but also opens up growth opportunities in the true wireless headset market. Sennheiser, a Germany-based company known for its high-quality audio products, aligns with Sonova's objectives in the audio device sector.

Major companies operating in the headset market include Alclair Audio Inc., Bose Corporation, JVC Kenwood Corporation, Apple Inc., Harman International Industries, Grado Labs, Shure Incorporated, Koninklijke Philips N.V., Logitech International SA, Panasonic Corporation, Plantronics Inc., Sony Corporation, Shenzhen Cannice Technology Co. Ltd., GN Netcom, Motorola, LG Electronics, Sennheiser Electronic GmbH & Co. KG, Jabra (GN Audio), Beyerdynamic GmbH & Co. KG, Audeze LLC, Razer Inc., Audio-Technica Corporation, Skullcandy Inc., Corsair Gaming Inc., SteelSeries, Creative Technology Ltd., HIFIMAN Electronics

North America was the largest region in the headset market in 202. The regions covered in the headset market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the headset market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.

The headset market consists of sales of classic headsets, closed-back headsets, open-back headsets, and active noise-canceling headsets. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Headset Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on headset market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for headset ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The headset market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Type: In-Ear; Over Ear
  • 2) By Price Band: Below USD 50; USD 51-150; USD 151-350; Over USD 351
  • 3) By Connectivity: Wired; Wireless
  • 4) By Application: Smartphone; Personal Computer (PC); Wearable; Other Applications
  • Subsegments:
  • 1) By In-Ear: Wired In-Ear Headsets; Wireless In-Ear Headsets; Noise-Canceling In-Ear Headsets; Sports In-Ear Headsets
  • 2) By Over Ear: Wired Over Ear Headsets; Wireless Over Ear Headsets; Noise-Canceling Over Ear Headsets; Gaming Over Ear Headsets
  • Companies Mentioned:Alclair Audio Inc.; Bose Corporation; JVC Kenwood Corporation; Apple Inc.; Harman International Industries; Grado Labs; Shure Incorporated; Koninklijke Philips N.V.; Logitech International SA; Panasonic Corporation; Plantronics Inc.; Sony Corporation; Shenzhen Cannice Technology Co. Ltd.; GN Netcom; Motorola; LG Electronics; Sennheiser Electronic GmbH & Co. KG; Jabra (GN Audio); Beyerdynamic GmbH & Co. KG; Audeze LLC; Razer Inc.; Audio-Technica Corporation; Skullcandy Inc.; Corsair Gaming Inc.; SteelSeries; Creative Technology Ltd.; HIFIMAN Electronics
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time Series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data Segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery Format: PDF, Word and Excel Data Dashboard.

Table of Contents

1. Executive Summary

2. Headset Market Characteristics

3. Headset Market Trends And Strategies

4. Headset Market - Macro Economic Scenario Including The Impact Of Interest Rates, Inflation, Geopolitics, Trade Wars and Tariffs, And Covid And Recovery On The Market

  • 4.1. Supply Chain Impact from Tariff War & Trade Protectionism

5. Global Headset Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Headset PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Headset Market Growth Rate Analysis
  • 5.4. Global Headset Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Headset Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Headset Total Addressable Market (TAM)

6. Headset Market Segmentation

  • 6.1. Global Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • In-Ear
  • Over Ear
  • 6.2. Global Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Below USD 50
  • USD 51-150
  • USD 151-350
  • Over USD 351
  • 6.3. Global Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Wired
  • Wireless
  • 6.4. Global Headset Market, Segmentation By Application, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Smartphone
  • Personal Computer (PC)
  • Wearable
  • Other Applications
  • 6.5. Global Headset Market, Sub-Segmentation Of In-Ear, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Wired In-Ear Headsets
  • Wireless In-Ear Headsets
  • Noise-Canceling In-Ear Headsets
  • Sports In-Ear Headsets
  • 6.6. Global Headset Market, Sub-Segmentation Of Over Ear, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Wired Over Ear Headsets
  • Wireless Over Ear Headsets
  • Noise-Canceling Over Ear Headsets
  • Gaming Over Ear Headsets

7. Headset Market Regional And Country Analysis

  • 7.1. Global Headset Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Headset Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Headset Market

  • 8.1. Asia-Pacific Headset Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Headset Market

  • 9.1. China Headset Market Overview
  • 9.2. China Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Headset Market

  • 10.1. India Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Headset Market

  • 11.1. Japan Headset Market Overview
  • 11.2. Japan Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Headset Market

  • 12.1. Australia Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Headset Market

  • 13.1. Indonesia Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Headset Market

  • 14.1. South Korea Headset Market Overview
  • 14.2. South Korea Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Headset Market

  • 15.1. Western Europe Headset Market Overview
  • 15.2. Western Europe Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Headset Market

  • 16.1. UK Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Headset Market

  • 17.1. Germany Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Headset Market

  • 18.1. France Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Headset Market

  • 19.1. Italy Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Headset Market

  • 20.1. Spain Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Headset Market

  • 21.1. Eastern Europe Headset Market Overview
  • 21.2. Eastern Europe Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Headset Market

  • 22.1. Russia Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Headset Market

  • 23.1. North America Headset Market Overview
  • 23.2. North America Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Headset Market

  • 24.1. USA Headset Market Overview
  • 24.2. USA Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Headset Market

  • 25.1. Canada Headset Market Overview
  • 25.2. Canada Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Headset Market

  • 26.1. South America Headset Market Overview
  • 26.2. South America Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Headset Market

  • 27.1. Brazil Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Headset Market

  • 28.1. Middle East Headset Market Overview
  • 28.2. Middle East Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Headset Market

  • 29.1. Africa Headset Market Overview
  • 29.2. Africa Headset Market, Segmentation By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Headset Market, Segmentation By Price Band, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Headset Market, Segmentation By Connectivity, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Headset Market Competitive Landscape And Company Profiles

  • 30.1. Headset Market Competitive Landscape
  • 30.2. Headset Market Company Profiles
    • 30.2.1. Alclair Audio Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Bose Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. JVC Kenwood Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Apple Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Harman International Industries Overview, Products and Services, Strategy and Financial Analysis

31. Headset Market Other Major And Innovative Companies

  • 31.1. Grado Labs
  • 31.2. Shure Incorporated
  • 31.3. Koninklijke Philips N.V.
  • 31.4. Logitech International SA
  • 31.5. Panasonic Corporation
  • 31.6. Plantronics Inc.
  • 31.7. Sony Corporation
  • 31.8. Shenzhen Cannice Technology Co. Ltd.
  • 31.9. GN Netcom
  • 31.10. Motorola
  • 31.11. LG Electronics
  • 31.12. Sennheiser Electronic GmbH & Co. KG
  • 31.13. Jabra (GN Audio)
  • 31.14. Beyerdynamic GmbH & Co. KG
  • 31.15. Audeze LLC

32. Global Headset Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Headset Market

34. Recent Developments In The Headset Market

35. Headset Market High Potential Countries, Segments and Strategies

  • 35.1 Headset Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Headset Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Headset Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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