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Global E-sports Audio System Market Research Report 2025

Global E-sports Audio System Market Research Report 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1794476

No of Pages : 95

Synopsis
E-sports audio system is an audio equipment specially designed for e-sports competitions and gaming experience, aiming to provide high-quality sound effects, enhance game immersion and competitive experience. The system includes headphones or speakers that support virtual surround sound, low latency, personalized sound settings, and noise cancellation. Comfortable wearing design and high-quality microphone are helpful for long-time gaming and multiplayer online communication.
Global E-sports Audio System market is projected to reach US$ million in 2029, increasing from US$ million in 2022, with the CAGR of % during the period of 2023 to 2029. Influencing issues, such as economy environments, COVID-19 and Russia-Ukraine War, have led to great market fluctuations in the past few years and are considered comprehensively in the whole E-sports Audio System market research.
Key manufacturers engaged in the E-sports Audio System industry include SteelSeries, Logitech International S.A., Razer, HyperX, Astro Gaming, Sennheiser, Hansong (Nanjing) Technology Limited, Corsair and Audeze, etc. Among those manufacturers, the top 3 players guaranteed % supply worldwide in 2022.
When refers to consumption region, % volume of E-sports Audio System were sold to North America, Europe and Asia Pacific in 2022. Moreover, China, plays a key role in the whole E-sports Audio System market and estimated to attract more attentions from industry insiders and investors.
Report Scope
This report, based on historical analysis (2018-2022) and forecast calculation (2023-2029), aims to help readers to get a comprehensive understanding of global E-sports Audio System market with multiple angles, which provides sufficient supports to readers’ strategy and decision making.
By Company
SteelSeries
Logitech International S.A.
Razer
HyperX
Astro Gaming
Sennheiser
Hansong (Nanjing) Technology Limited
Corsair
Audeze
Edifier Technology Co., Ltd.
Beyerdynamic
1MORE
Turtle Beach
Segment by Type
2.0 Sound System
2.1 Sound System
5.1 Sound System
7.1 Sound System
Segment by Application
E-Sports Competition
Game Entertainment
Content Creation
Others
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Southeast Asia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE
The E-sports Audio System report covers below items:
Chapter 1: Product Basic Information (Definition, Type and Application)
Chapter 2: Manufacturers’ Competition Patterns
Chapter 3: Country Level Sales Analysis
Chapter 4: Product Type Analysis
Chapter 5: Product Application Analysis
Chapter 6: Manufacturers’ Outline
Chapter 7: Industry Chain, Market Channel and Customer Analysis
Chapter 8: Market Opportunities and Challenges
Chapter 9: Market Conclusions
Chapter 10: Research Methodology and Data Source
Index
1 E-sports Audio System Market Overview
1.1 Product Overview and Scope of E-sports Audio System
1.2 E-sports Audio System Segment by Type
1.2.1 Global E-sports Audio System Market Value Comparison by Type (2023-2029)
1.2.2 2.0 Sound System
1.2.3 2.1 Sound System
1.2.4 5.1 Sound System
1.2.5 7.1 Sound System
1.3 E-sports Audio System Segment by Application
1.3.1 Global E-sports Audio System Market Value by Application: (2023-2029)
1.3.2 E-Sports Competition
1.3.3 Game Entertainment
1.3.4 Content Creation
1.3.5 Others
1.4 Global E-sports Audio System Market Size Estimates and Forecasts
1.4.1 Global E-sports Audio System Revenue 2018-2029
1.4.2 Global E-sports Audio System Sales 2018-2029
1.4.3 Global E-sports Audio System Market Average Price (2018-2029)
1.5 Assumptions and Limitations
2 E-sports Audio System Market Competition by Manufacturers
2.1 Global E-sports Audio System Sales Market Share by Manufacturers (2018-2023)
2.2 Global E-sports Audio System Revenue Market Share by Manufacturers (2018-2023)
2.3 Global E-sports Audio System Average Price by Manufacturers (2018-2023)
2.4 Global E-sports Audio System Industry Ranking 2021 VS 2022 VS 2023
2.5 Global Key Manufacturers of E-sports Audio System, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of E-sports Audio System, Product Type & Application
2.7 E-sports Audio System Market Competitive Situation and Trends
2.7.1 E-sports Audio System Market Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest E-sports Audio System Players Market Share by Revenue
2.7.3 Global E-sports Audio System Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 E-sports Audio System Retrospective Market Scenario by Region
3.1 Global E-sports Audio System Market Size by Region: 2018 Versus 2022 Versus 2029
3.2 Global E-sports Audio System Global E-sports Audio System Sales by Region: 2018-2029
3.2.1 Global E-sports Audio System Sales by Region: 2018-2023
3.2.2 Global E-sports Audio System Sales by Region: 2024-2029
3.3 Global E-sports Audio System Global E-sports Audio System Revenue by Region: 2018-2029
3.3.1 Global E-sports Audio System Revenue by Region: 2018-2023
3.3.2 Global E-sports Audio System Revenue by Region: 2024-2029
3.4 North America E-sports Audio System Market Facts & Figures by Country
3.4.1 North America E-sports Audio System Market Size by Country: 2018 VS 2022 VS 2029
3.4.2 North America E-sports Audio System Sales by Country (2018-2029)
3.4.3 North America E-sports Audio System Revenue by Country (2018-2029)
3.4.4 United States
3.4.5 Canada
3.5 Europe E-sports Audio System Market Facts & Figures by Country
3.5.1 Europe E-sports Audio System Market Size by Country: 2018 VS 2022 VS 2029
3.5.2 Europe E-sports Audio System Sales by Country (2018-2029)
3.5.3 Europe E-sports Audio System Revenue by Country (2018-2029)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific E-sports Audio System Market Facts & Figures by Country
3.6.1 Asia Pacific E-sports Audio System Market Size by Country: 2018 VS 2022 VS 2029
3.6.2 Asia Pacific E-sports Audio System Sales by Country (2018-2029)
3.6.3 Asia Pacific E-sports Audio System Revenue by Country (2018-2029)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Southeast Asia
3.7 Latin America E-sports Audio System Market Facts & Figures by Country
3.7.1 Latin America E-sports Audio System Market Size by Country: 2018 VS 2022 VS 2029
3.7.2 Latin America E-sports Audio System Sales by Country (2018-2029)
3.7.3 Latin America E-sports Audio System Revenue by Country (2018-2029)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.7.7 Colombia
3.8 Middle East and Africa E-sports Audio System Market Facts & Figures by Country
3.8.1 Middle East and Africa E-sports Audio System Market Size by Country: 2018 VS 2022 VS 2029
3.8.2 Middle East and Africa E-sports Audio System Sales by Country (2018-2029)
3.8.3 Middle East and Africa E-sports Audio System Revenue by Country (2018-2029)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global E-sports Audio System Sales by Type (2018-2029)
4.1.1 Global E-sports Audio System Sales by Type (2018-2023)
4.1.2 Global E-sports Audio System Sales by Type (2024-2029)
4.1.3 Global E-sports Audio System Sales Market Share by Type (2018-2029)
4.2 Global E-sports Audio System Revenue by Type (2018-2029)
4.2.1 Global E-sports Audio System Revenue by Type (2018-2023)
4.2.2 Global E-sports Audio System Revenue by Type (2024-2029)
4.2.3 Global E-sports Audio System Revenue Market Share by Type (2018-2029)
4.3 Global E-sports Audio System Price by Type (2018-2029)
5 Segment by Application
5.1 Global E-sports Audio System Sales by Application (2018-2029)
5.1.1 Global E-sports Audio System Sales by Application (2018-2023)
5.1.2 Global E-sports Audio System Sales by Application (2024-2029)
5.1.3 Global E-sports Audio System Sales Market Share by Application (2018-2029)
5.2 Global E-sports Audio System Revenue by Application (2018-2029)
5.2.1 Global E-sports Audio System Revenue by Application (2018-2023)
5.2.2 Global E-sports Audio System Revenue by Application (2024-2029)
5.2.3 Global E-sports Audio System Revenue Market Share by Application (2018-2029)
5.3 Global E-sports Audio System Price by Application (2018-2029)
6 Key Companies Profiled
6.1 SteelSeries
6.1.1 SteelSeries Corporation Information
6.1.2 SteelSeries Description and Business Overview
6.1.3 SteelSeries E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.1.4 SteelSeries E-sports Audio System Product Portfolio
6.1.5 SteelSeries Recent Developments/Updates
6.2 Logitech International S.A.
6.2.1 Logitech International S.A. Corporation Information
6.2.2 Logitech International S.A. Description and Business Overview
6.2.3 Logitech International S.A. E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.2.4 Logitech International S.A. E-sports Audio System Product Portfolio
6.2.5 Logitech International S.A. Recent Developments/Updates
6.3 Razer
6.3.1 Razer Corporation Information
6.3.2 Razer Description and Business Overview
6.3.3 Razer E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.3.4 Razer E-sports Audio System Product Portfolio
6.3.5 Razer Recent Developments/Updates
6.4 HyperX
6.4.1 HyperX Corporation Information
6.4.2 HyperX Description and Business Overview
6.4.3 HyperX E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.4.4 HyperX E-sports Audio System Product Portfolio
6.4.5 HyperX Recent Developments/Updates
6.5 Astro Gaming
6.5.1 Astro Gaming Corporation Information
6.5.2 Astro Gaming Description and Business Overview
6.5.3 Astro Gaming E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.5.4 Astro Gaming E-sports Audio System Product Portfolio
6.5.5 Astro Gaming Recent Developments/Updates
6.6 Sennheiser
6.6.1 Sennheiser Corporation Information
6.6.2 Sennheiser Description and Business Overview
6.6.3 Sennheiser E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.6.4 Sennheiser E-sports Audio System Product Portfolio
6.6.5 Sennheiser Recent Developments/Updates
6.7 Hansong (Nanjing) Technology Limited
6.6.1 Hansong (Nanjing) Technology Limited Corporation Information
6.6.2 Hansong (Nanjing) Technology Limited Description and Business Overview
6.6.3 Hansong (Nanjing) Technology Limited E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.4.4 Hansong (Nanjing) Technology Limited E-sports Audio System Product Portfolio
6.7.5 Hansong (Nanjing) Technology Limited Recent Developments/Updates
6.8 Corsair
6.8.1 Corsair Corporation Information
6.8.2 Corsair Description and Business Overview
6.8.3 Corsair E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.8.4 Corsair E-sports Audio System Product Portfolio
6.8.5 Corsair Recent Developments/Updates
6.9 Audeze
6.9.1 Audeze Corporation Information
6.9.2 Audeze Description and Business Overview
6.9.3 Audeze E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.9.4 Audeze E-sports Audio System Product Portfolio
6.9.5 Audeze Recent Developments/Updates
6.10 Edifier Technology Co., Ltd.
6.10.1 Edifier Technology Co., Ltd. Corporation Information
6.10.2 Edifier Technology Co., Ltd. Description and Business Overview
6.10.3 Edifier Technology Co., Ltd. E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.10.4 Edifier Technology Co., Ltd. E-sports Audio System Product Portfolio
6.10.5 Edifier Technology Co., Ltd. Recent Developments/Updates
6.11 Beyerdynamic
6.11.1 Beyerdynamic Corporation Information
6.11.2 Beyerdynamic E-sports Audio System Description and Business Overview
6.11.3 Beyerdynamic E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.11.4 Beyerdynamic E-sports Audio System Product Portfolio
6.11.5 Beyerdynamic Recent Developments/Updates
6.12 1MORE
6.12.1 1MORE Corporation Information
6.12.2 1MORE E-sports Audio System Description and Business Overview
6.12.3 1MORE E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.12.4 1MORE E-sports Audio System Product Portfolio
6.12.5 1MORE Recent Developments/Updates
6.13 Turtle Beach
6.13.1 Turtle Beach Corporation Information
6.13.2 Turtle Beach E-sports Audio System Description and Business Overview
6.13.3 Turtle Beach E-sports Audio System Sales, Revenue and Gross Margin (2018-2023)
6.13.4 Turtle Beach E-sports Audio System Product Portfolio
6.13.5 Turtle Beach Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 E-sports Audio System Industry Chain Analysis
7.2 E-sports Audio System Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 E-sports Audio System Production Mode & Process
7.4 E-sports Audio System Sales and Marketing
7.4.1 E-sports Audio System Sales Channels
7.4.2 E-sports Audio System Distributors
7.5 E-sports Audio System Customers
8 E-sports Audio System Market Dynamics
8.1 E-sports Audio System Industry Trends
8.2 E-sports Audio System Market Drivers
8.3 E-sports Audio System Market Challenges
8.4 E-sports Audio System Market Restraints
9 Research Finding and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer

Published By : QY Research

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