North America Headset Market

North America Headset Market Size, Share & Industry Trends Analysis Report By Type (In-ear and Over-ear), By Connectivity (Wired and Wireless), By Application (Commercial and Personal), By Price Band Type, By Country and Growth Forecast, 2022 - 2028

Report Id: KBV-12400 Publication Date: November-2022 Number of Pages: 94
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Analysis of Market Size & Trends

The North America Headset Market would witness market growth of 27.7% CAGR during the forecast period (2022-2028).

The business entities have designed gaming headsets used for playing games only. These gaming headsets are equipped with various designs according to the player’s requirements so that communication with fellow online players is smooth. Gaming headsets can be utilized with all types of computers and gaming consoles. These headsets are designed such that they block out the background noise, thereby letting the player concentrate on the game.

With technological advancement, headsets have the capacity to produce high-frequency sounds, low-frequency notes and optimized acoustics. The headset market is producing wide and soft headband cushions that will balance the weight evenly on gamers’ heads for long-term wearing comfort if the player is playing long-session games. The earpieces are designed such that the pressure on the player’s ears is reduced by enhancing contact with the side of their head.

The office-based headset is exhibiting a steady growth rate in recent times. The rising video conferencing growth in the offices is the key driver for the industry. The office-based headset are gaining traction as the users wish to improve their video conferencing experience. More investment is being generated through audio & video technologies.

The transformation in communication technologies has changed how people interact and communicate with each other. This transformation is because of technological advancements, early technology adoption & market maturity, the adoption of wireless headphones, and the miniaturization of electronic devices. The industrial dynamics in the United States have changed with the availability of compact and affordable headsets. The music industry in the US is also evolving and expanding rapidly in new ways. Moreover, the music therapy occupation is also thriving in the region.

The US market dominated the North America Headset Market by Country in 2021; thereby, achieving a market value of $48.3 billion by 2028. The Canada market is experiencing a CAGR of 30.2% during (2022 - 2028). Additionally, The Mexico market would exhibit a CAGR of 29.8% during (2022 - 2028).

Based on Type, the market is segmented into In-ear and Over-ear. Based on Connectivity, the market is segmented into Wired and Wireless. Based on Application, the market is segmented into Commercial and Personal. Based on Price Band Type, the market is segmented into USD 151-350, USD 51-150, Below USD 50 and Over USD 351. Based on countries, the market is segmented into U.S., Mexico, Canada, and Rest of North America.

Free Valuable Insights: The Global Headset Market is Estimated to reach $239.5 Billion by 2028, at a CAGR of 28.6%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Bose Corporation, Apple, Inc, Harman International Industries, Inc. (Samsung Electronics Co., Ltd.), Grado Labs, Inc., Shure, Inc., Logitech International S.A., Panasonic Corporation, Poly, Inc. (Plantronics, Inc.) (HP Development Company, L.P.), Sony Corporation and Sennheiser Electronic GmbH & Co. KG.

Scope of the Study

Market Segments Covered in the Report:

By Type

  • In-ear
  • Over-ear

By Connectivity

  • Wired
  • Wireless

By Application

  • Commercial
  • Personal

By Price Band Type

  • USD 151-350
  • USD 51-150
  • Below USD 50
  • Over USD 351

By Country

  • US
  • Canada
  • Mexico
  • Rest of North America

Key Market Players

List of Companies Profiled in the Report:

  • Bose Corporation
  • Apple, Inc
  • Harman International Industries, Inc. (Samsung Electronics Co., Ltd.)
  • Grado Labs, Inc.
  • Shure, Inc.
  • Logitech International S.A.
  • Panasonic Corporation
  • Poly, Inc. (Plantronics, Inc.) (HP Development Company, L.P.)
  • Sony Corporation
  • Sennheiser Electronic GmbH & Co. KG
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