DUBLIN--(BUSINESS WIRE)--Research and Markets (http://www.researchandmarkets.com/research/dflwgp/global_gaming) has announced the addition of the "Global Gaming Headset Market 2015-2019" report to their offering.
The global gaming headset market is expected to grow at a CAGR of 7.80% during 2014-2019.
This report presents the vendor landscape and a corresponding detailed analysis of the key market vendors in the global gaming headset market. The report lists down all the key drivers' along with major constraints that are hindering the market growth. The report also discusses the top technological trends that are expected to take over in the forecast period.
Initially, games were restricted to board games and associated video games. However, the introduction and popularity of PCs and electronic devices and a rise in the use of the internet have led to the development and commercialization of gaming. The gaming headset market is witnessing an exponential growth worldwide because of the rapid adoption of gaming. In terms of technology, gaming headset is classified into two: wired and wireless.
Vendors are introducing headsets equipped with a touchpad, where users can control the volume of a device or change the equalizer settings with a touch rather than buttons or keys.
According to the report, one of the major drivers in this region is the growing gaming market in emerging countries like India, Taiwan, and Indonesia.
Further, the report states that one of the major challenges hindering the growth of gaming headset market in APAC is the limited number of hardcore gamers in this region.
To calculate the market size, the report considers revenue generated through the sales of gaming headsets by vendors compatible to the following types of devices:
- Cooler Master
- Mad Catz
- Turtle Beach
Other prominent vendors
Key Topics Covered:
Part 01: Executive summary
Part 02: Scope of the report
Part 03: Market research methodology
Part 04: Introduction
Part 05: Market landscape
Part 06: Market segmentation by technology
Part 07: Market segmentation by connected device
Part 08: Geographical segmentation
Part 09: Key leading countries
Part 10: Market trends
Part 11: Vendor landscape
Part 12: Key vendor analysis
Part 13: Appendix
For more information visit http://www.researchandmarkets.com/research/dflwgp/global_gaming