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2015-2023 World Headphone Market Research Report by Product Type, End-User / Application and Regions / Countries

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. This report includes market status and forecast of global and major regions, with introduction of vendors, regions, product types and end industries; and this report counts product types and end industries in global and major regions. Market Segment as follows: By Region / Countries North America (U.S., Canada, Mexico) Europe (Germany, U.K., France, Italy, Russia, Spain etc) South America (Brazil, Argentina etc) Middle East & Africa (Saudi Arabia, South Africa etc) By Type Wired Headphone Wireless Headphones By End-User / Application Sports Gaming Ordinary Others By Company 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
Table of Contents 1 Market Definition 1.1 Market Segment Overview 1.2 by Type 1.3 by End-Use / Application 2 Global Market by Vendors 2.1 Market Share 2.2 Vendor Profile 2.3 Dynamic of Vendors 3 Global Market by Type 3.1 Market Share 3.2 Introduction of End-Use by Different Products 4 Global Market by End-Use / Application 4.1 Market Share 4.2 Overview of Co
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About this Report
Report ID 187722
Category
  • Electronics
Published on 12-Dec
Number of Pages 208
Publisher Name HeyReport
Editor Rating
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