Global Headphone Market Data Survey Report 2014-2027

  • Report Code : WMR272406
  • Pages : 106
  • Published On : May 2019
  • Industry : Electronics
  • Format :

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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 2019 with CAGR xx% 2019-2025. The main contents of the report including:
Global market size and forecast
Regional market size, production data and export & import
Key manufacturers profile, products & services, sales data of business
Global market size by Major Application
Global market size by Major Type
Key manufacturers are included based on company profile, sales data and product specifications etc.:
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
Major applications as follows:
Sports
Gaming
Ordinary
Others
Major Type as follows:
Wired Headphone
Wireless Headphones
Regional market size, production data and export & import:
Asia-Pacific
North America
Europe
South America
Middle East & Africa
Table of Contents
1 Global Market Overview
1.1 Scope of Statistics
1.1.1 Scope of Products
1.1.2 Scope of Manufacturers
1.1.3 Scope of Application
1.1.4 Scope of Type
1.1.5 Scope of Regions/Countries
1.2 Global Market Size
2 Regional Market
2.1 Regional Production
2.2 Regional Demand
2.3 Regional Trade
3 Key Manufacturers
3.1 Foster
3.1.1 Company Information
3.1.2 Product & Services
3.1.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.1.4 Recent Development
3.2 CRESYN
3.2.1 Company Information
3.2.2 Product & Services
3.2.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.2.4 Recent Development
3.3 Gerotek
3.3.1 Company Information
3.3.2 Product & Services
3.3.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.3.4 Recent Development
3.4 Fujikon
3.4.1 Company Information
3.4.2 Product & Services
3.4.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.4.4 Recent Development
3.5 Merry
3.5.1 Company Information
3.5.2 Product & Services
3.5.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.5.4 Recent Development
3.6 Foxlink
3.6.1 Company Information
3.6.2 Product & Services
3.6.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.6.4 Recent Development
3.7 Cosonic
3.7.1 Company Information
3.7.2 Product & Services
3.7.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.7.4 Recent Development
3.8 Hosiden
3.8.1 Company Information
3.8.2 Product & Services
3.8.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.8.4 Recent Development
3.9 AAC
3.9.1 Company Information
3.9.2 Product & Services
3.9.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.9.4 Recent Development
3.10 DUNU
3.10.1 Company Information
3.10.2 Product & Services
3.10.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.10.4 Recent Development
3.11 Eastern Technologies
3.11.1 Company Information
3.11.2 Product & Services
3.11.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.11.4 Recent Development
3.12 Voxtech
3.12.1 Company Information
3.12.2 Product & Services
3.12.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.12.4 Recent Development
3.13 SoundMAGIC
3.13.1 Company Information
3.13.2 Product & Services
3.13.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.13.4 Recent Development
3.14 OVC
3.14.1 Company Information
3.14.2 Product & Services
3.14.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.14.4 Recent Development
3.15 Sun Young
3.15.1 Company Information
3.15.2 Product & Services
3.15.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.15.4 Recent Development
3.16 DZL
3.16.1 Company Information
3.16.2 Product & Services
3.16.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.16.4 Recent Development
3.17 Beats
3.17.1 Company Information
3.17.2 Product & Services
3.17.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.17.4 Recent Development
3.18 Plantronics
3.18.1 Company Information
3.18.2 Product & Services
3.18.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.18.4 Recent Development
3.19 Sennheiser
3.19.1 Company Information
3.19.2 Product & Services
3.19.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.19.4 Recent Development
3.20 Sony
3.20.1 Company Information
3.20.2 Product & Services
3.20.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.20.4 Recent Development
3.21 GN Netcom
3.21.1 Company Information
3.21.2 Product & Services
3.21.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.21.4 Recent Development
3.22 Harman
3.22.1 Company Information
3.22.2 Product & Services
3.22.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.22.4 Recent Development
3.23 Bose
3.23.1 Company Information
3.23.2 Product & Services
3.23.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.23.4 Recent Development
3.24 JVC
3.24.1 Company Information
3.24.2 Product & Services
3.24.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.24.4 Recent Development
3.25 Philips
3.25.1 Company Information
3.25.2 Product & Services
3.25.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.25.4 Recent Development
3.26 Logitech
3.26.1 Company Information
3.26.2 Product & Services
3.26.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.26.4 Recent Development
3.27 Skullcandy
3.27.1 Company Information
3.27.2 Product & Services
3.27.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
3.28 Audio-Technica
3.28.1 Company Information
3.28.2 Product & Services
3.28.3 Business Data (Capacity, Sales Revenue, Volume, Price, Cost and Margin)
4 Major Application
4.1 Sports
4.1.1 Overview
4.1.2 Sports Market Size and Forecast
4.2 Gaming
4.2.1 Overview
4.2.2 Gaming Market Size and Forecast
4.3 Ordinary
4.3.1 Overview
4.3.2 Ordinary Market Size and Forecast
4.4 Others
4.4.1 Overview
4.4.2 Others Market Size and Forecast
5 Market by Type
5.By Wired Headphone
5.1 Wired Headphone
5.1.1 Overview
5.1.2 Wired Headphone Market Size and Forecast
5.2 Wireless Headphones
5.2.1 Overview
5.2.2 Wireless Headphones Market Size and Forecast
6 Price Overview
6.1 Price by Manufacturers
6.2 Price by Application
6.3 Price by Type
7 Conclusion

Fig Global Headphone Market Size and CAGR 2013-2018 (Million USD)
Fig Global Headphone Market Size and CAGR 2013-2018 (Volume)
Fig Global Headphone Market Forecast and CAGR 2019-2025 (Million USD)
Fig Global Headphone Market Forecast and CAGR 2019-2025 (Volume)
Fig Sports Market Size and CAGR 2013-2018 (Million USD)
Fig Sports Market Size and CAGR 2013-2018 (Volume)
Fig Sports Market Forecast and CAGR 2019-2025 (Million USD)
Fig Sports Market Forecast and CAGR 2019-2025 (Volume)
Fig Gaming Market Size and CAGR 2013-2018 (Million USD)
Fig Gaming Market Size and CAGR 2013-2018 (Volume)
Fig Gaming Market Forecast and CAGR 2019-2025 (Million USD)
Fig Gaming Market Forecast and CAGR 2019-2025 (Volume)
Fig Ordinary Market Size and CAGR 2013-2018 (Million USD)
Fig Ordinary Market Size and CAGR 2013-2018 (Volume)
Fig Ordinary Market Forecast and CAGR 2019-2025 (Million USD)
Fig Ordinary Market Forecast and CAGR 2019-2025 (Volume)
Fig Others Market Size and CAGR 2013-2018 (Million USD)
Fig Others Market Size and CAGR 2013-2018 (Volume)
Fig Others Market Forecast and CAGR 2019-2025 (Million USD)
Fig Others Market Forecast and CAGR 2019-2025 (Volume)
Fig Wired Headphone Market Size and CAGR 2013-2018 (Million USD)
Fig Wired Headphone Market Size and CAGR 2013-2018 (Volume)
Fig Wired Headphone Market Forecast and CAGR 2019-2025 (Million USD)
Fig Wired Headphone Market Forecast and CAGR 2019-2025 (Volume)
Fig Wireless Headphones Market Size and CAGR 2013-2018 (Million USD)
Fig Wireless Headphones Market Size and CAGR 2013-2018 (Volume)
Fig Wireless Headphones Market Forecast and CAGR 2019-2025 (Million USD)
Fig Wireless Headphones Market Forecast and CAGR 2019-2025 (Volume)

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