Global Headphone Market Research Report 2011-2023

This New Version Headphone Market Research Report is a deep market research report in this market.


  • “Summary
    Headphones (or head-phones in the early days of telephony and radio) are a pair of small listening devices that are designed to be worn on or around the head over a user’s ears. They are electroacoustic transducers, which convert an electrical signal to a corresponding sound in the user’s ear. Headphones are designed to allow a single user to listen to an audio source privately, in contrast to a loudspeaker, which emits sound into the open air, for anyone nearby to hear. Headphones are also known as earspeakers, earphones or, colloquially, cans. Circumaural and supra-aural headphones use a band over the top of the head to hold the speakers in place. The other type, known as earbuds or earphones consist of individual units that plug into the user’s ear canal. In the context of telecommunication, a headset is a combination of headphone and microphone. Headphones either connect directly to a signal source such as an audio amplifier, radio, CD player, portable media player, mobile phone, video game consoles, electronic musical instrument, or use wireless technology such as Bluetooth or FM radio. Early headphones were first used by radio pioneers (crystal sets) and also by radio telephone and telegraph operators allowing a better audio reception without disturbing others around. Initially the audio quality was mediocre and a step forward was the invention of high fidelity headphones.
    The global Headphone market will reach xxx Million USD in 2017 with CAGR xx% from 2018-2023. The objective of report is to define, segment, and project the market on the basis of product type, application, and region, and to describe the content about the factors influencing market dynamics, policy, economic, technology and market entry etc.
    ???
    Based on products type, the report describes major products type share of regional market. Products mentioned as follows:
    Wired Headphone
    Wireless Headphones
    Leading vendors in the market are included based on profile, business performance etc. Vendors mentioned as follows:
    Foster
    CRESYN
    Gerotek
    Fujikon
    Merry
    Foxlink
    Cosonic
    Hosiden
    AAC
    DUNU
    Eastern Technologies
    Voxtech
    SoundMAGIC
    OVC
    Sun Young
    DZL
    Beats
    Plantronics
    Sennheiser
    Sony
    GN Netcom
    Harman
    Bose
    JVC
    Philips
    Logitech
    Skullcandy
    Audio-Technica
    Based on Application, the report describes major application share of regional market. Application mentioned as follows:
    Gaming Headphones
    Business Headphones
    Professional Headphones
    Ordinary Headphones
    Based on region, the report describes major regions market by products and application. Regions mentioned as follows:
    Asia-Pacific
    North America
    Europe
    South America
    Middle East & Africa”

     


  • Table of Contents
    “Table of Contents
    1 Market Overview
    1.1 Objectives of Research
    1.1.1 Definition
    1.1.2 Specifications
    1.2 Market Segment
    1.2.1 Upstream
    1.2.2 Downstream
    1.2 Market Segment
    1.2.1 by Type
    1.2.1.1 Wired Headphone
    1.2.1.2 Wireless Headphones
    1.2.2 by Application
    1.2.2.1 Gaming Headphones
    1.2.2.2 Business Headphones
    1.2.2.3 Professional Headphones
    1.2.2.4 Ordinary Headphones
    1.2.3 by Regions
    2 Industry Chain
    2.1 Industry Chain Structure
    2.2 Upstream
    2.3 Market
    2.3.1 SWOT
    2.3.2 Dynamics
    3 Environmental Analysis
    3.1 Policy
    3.2 Economic
    3.3 Technology
    3.4 Market Entry
    4 Market Segmentation by Type
    4.1 Market Size
    4.1.1 Wired Headphone Market, 2011-2016
    4.1.2 Wireless Headphones Market, 2011-2016
    4.2 Market Forecast
    4.2.1 Wired Headphone Market Forecast, 2017-2022
    4.2.2 Wireless Headphones Market Forecast, 2017-2022
    5 Market Segmentation by Application
    5.1 Market Size
    5.1.1 Gaming Headphones Market, 2011-2016
    5.1.2 Business Headphones Market, 2011-2016
    5.1.3 Professional Headphones Market, 2011-2016
    5.1.4 Ordinary Headphones Market, 2011-2016
    5.2 Market Forecast
    5.2.1 Gaming Headphones Market Forecast, 2017-2022
    5.2.2 Business Headphones Market Forecast, 2017-2022
    5.2.3 Professional Headphones Market Forecast, 2017-2022
    5.2.4 Ordinary Headphones Market Forecast, 2017-2022
    6 Market Segmentation by Region
    6.1 Market Size
    6.1.1 Asia-Pacific
    6.1.1.1 Asia-Pacific Market, 2011-2016
    6.1.1.2 Asia-Pacific Market by Type
    6.1.1.3 Asia-Pacific Market by Application
    6.1.2 North America
    6.1.2.1 North America Market, 2011-2016
    6.1.2.2 North America Market by Type
    6.1.2.3 North America Market by Application
    6.1.3 Europe
    6.1.3.1 Europe Market, 2011-2016
    6.1.3.2 Europe Market by Type
    6.1.3.3 Europe Market by Application
    6.1.4 South America
    6.1.4.1 South America Market, 2011-2016
    6.1.4.2 South America Market by Type
    6.1.4.3 South America Market by Application
    6.1.5 Middle East & Africa
    6.1.5.1 Middle East & Africa Market, 2011-2016
    6.1.5.2 Middle East & Africa Market by Type
    6.1.5.3 Middle East & Africa Market by Application
    6.2 Market Forecast
    6.2.1 Asia-Pacific Market Forecast, 2017-2022
    6.2.2 North America Market Forecast, 2017-2022
    6.2.3 Europe Market Forecast, 2017-2022
    6.2.4 South America Market Forecast, 2017-2022
    6.2.5 Middle East & Africa Market Forecast, 2017-2022
    7 Market Competitive
    7.1 Global Market by Vendors
    7.2 Market Concentration
    7.3 Price & Factors
    7.4 Marketing Channel
    8 Major Vendors
    8.1 Foster
    8.1.2 Profile
    8.1.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.2 CRESYN
    8.2.1 Profile
    8.2.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.3 Gerotek
    8.3.1 Profile
    8.3.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.4 Fujikon
    8.4.1 Profile
    8.4.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.5 Merry
    8.5.1 Profile
    8.5.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.6 Foxlink
    8.6.1 Profile
    8.6.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.7 Cosonic
    8.7.1 Profile
    8.7.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.8 Hosiden
    8.8.1 Profile
    8.8.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.9 AAC
    8.9.1 Profile
    8.9.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.10 DUNU
    8.10.1 Profile
    8.10.2 Business Performance (Sales Revenue, Cost, Gross Margin)
    8.11 Eastern Technologies
    8.12 Voxtech
    8.13 SoundMAGIC
    8.14 OVC
    8.15 Sun Young
    8.16 DZL
    8.17 Beats
    8.18 Plantronics
    8.19 Sennheiser
    8.20 Sony
    8.21 GN Netcom
    8.22 Harman
    8.23 Bose
    8.24 JVC
    8.25 Philips
    8.26 Logitech
    8.27 Skullcandy
    8.28 Audio-Technica
    9 Conclusion”

     

  • Inquiry Before Buying

    Your Name (required)

    Your Email (required)

    Telephone Number (required)

    Name of Company (required)

    Designation (required)

    Country Name (required)

    How can we help you?

    Prove You are Human (required)

    captcha
    Enter Capcha Image Properly

  • Your Name (required)

    Your Email (required)

    Telephone Number (required)

    Name of Company (required)

    Designation (required)

    Country Name (required)

    How can we help you?

    Prove You are Human (required)

    captcha
    Enter Capcha Image Properly