Global 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 Regional Outlook and Forecast, 2022 - 2028

Global 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 Regional Outlook and Forecast, 2022 - 2028

The Global Headset Market size is expected to reach $239.5 billion by 2028, rising at a market growth of 28.6% CAGR during the forecast period.

The introduction of headsets has revolutionized verbal communication. Without holding, a microphone or wearing an earpiece, oral communication has become easier. Headsets have replaced traditional telephones. Now one does not have to stand in one place to communicate or be confined to one closed environment.

Many designs and variations are available for the headsets. The standard headsets designs include a microphone on the end of the bracket positioned near the mouth and two earpieces. The earpieces are connected to the neckband or headband. This setup has resulted in a high-fidelity sound system. The ambient sound is very low when the ears are covered.

The disposable income of the people residing in metropolitan areas has increased with rapid urbanization. With the growing urbanization, the need for technologically advanced products also rises. As a result, people worldwide turn to smart devices such as tablets, smartphones and advanced wireless earphones to make life easier and adaptable to rising technological advancements.

Generally, in technical support centres and customer service, where employees engage in customer dealing while communicating as well as typing information, headsets are used. More often, headsets are used for video conferencing and communication within the game. While playing headsets are used by players to converse with each other, allowing them to freely use a mouse and keyboard to play the game.

COVID – 19 Impact Analysis

COVID-19 has greatly affected the wearable industry in 2020, especially in the first half of the year. The major factor responsible for this is the supply chain disturbance because of the strict government regulations and restrictions during the pandemic period. Manufacturers of various countries had a large stockpile of raw materials used in the wearable segment. However, COVID-19 has hindered the production schedules of the manufacturers. The sales of these wearable sectors declined due to the lockdown in major economies, which resulted in lowering the delivery rates.

Market Growth Factors

Rising technological advancement in the headsets

The rising growth in the demand for minimal distortion in sound and varied styles for the headset has intrinsically pitched businesses for technological developments. The seamless connection in the music device and enhanced listening experience is made possible with top-notch features like near-field communications, & active noise cancellation. Near-field communication technology has made communication and listening to music effortless with just a tap on wireless headphones.

Fitness enthusiasts are driving the market

The headsets market is soaring the sales with the rising demand from fitness fanatics. The use of headsets while exercising is increasing to keep out the ambient noises. The utilization of headphones or earphones for exercise in varied climatic conditions, such as dust, and rain, has led the producers to make available more durable products. Manufacturers have also started to produce products with an ingress protection rating to provide safety against water and dust.

Market Restraining Factors

Many counterfeit products available in the market

The increasing availability of fake products is a major challenge for the headset market. The demand for low-cost goods, at reasonable prices has led to the manufacturing of economical counterfeit products. Consumers usually have a lack of understanding of the products due to which they often tend to buy cheaply priced fake products. They are unaware of the quality, or the brand leading them to buy similar products offered at a lower price.

Type Outlook

By type, the headset market is divided into in-ear and over ear. The over-ear headsets segment acquired a significant revenue share in the headset market in 2021. The over-ear headphones usually have big ear cushions that fully surround the ear and thick neckbands. They are generally the most comfortable design. They do not add much tension to the head as they are well-padded and easy to wear as compared to on-ear models. The over-ear headphones have better battery life and are portable.

Connectivity Outlook

Based on connectivity, the headset market is bifurcated into wired and wireless. In 2021, the wireless segment procured a considerable growth rate in the headset market. These wireless headsets use wireless radio frequency signals or Bluetooth to connect to a device. Bluetooth headsets are economical and provide mobility to consumers. Utilizing wireless tech allows them to move around freely. The wide acceptance of high-tech technology such as augmented reality, artificial intelligence, and SKAA technology has led to potential customers' attention towards wireless headsets.

Application Outlook

On the basis of application outlook, the headset market is classified into personal and commercial. In 2021, the personal segment covered a remarkable growth rate in the headset market. This is because of the increasing procreation of headsets for fitness, casual, sports, virtual reality, and gaming for personal utilization of the people. Moreover, with a considerable rise in the work-from-home ecosystem, the number for personal headsets demand will also increase. This work-from-home ecosystem has made it mandatory for office meetings, conferences, and training sessions to be addressed from home which has boosted the personal headsets market’s sales.

Price Band Type Outlook

On the basis of price band type, the headset market is segmented into, below USD 50, USD 51-150, USD 151-350 and over USD 351. In 2021, the USD 151-350 segment witnessed the largest revenue share in the headset market. Highly developed characteristics like improved design, frequency response, and demand for value-added features, which include noise cancellation, & 3D technology, have influenced the demand for product ranging between USD 151-350. The products in the particular price range offer better quality, sound recognition, superior sound experience, and brand recognition against the products ranged a little lower.

Regional Outlook

Region wise, the headset market is analysed across North America, Asia-Pacific, Europe and LAMEA. In 2021, the Asia-Pacific region accounted for the maximum revenue share in the headsets market. This is because of the rising consumer disposable income in the region, particularly in developing nations like China and India. Major headsets, companies face tough competition from local brands in countries like India and China as the headset market in Asia-Pacific is price-conscious. Thus, the headset market has more opportunities for the growth in the Asia-Pacific.

The major strategies followed by the market participants are Product Launches. Based on the Analysis presented in the Cardinal matrix; Apple, Inc. is the forerunner in the Headset Market. Companies such as Harman International Industries, Inc., Sony Corporation, Logitech International S.A. are some of the key innovators in Headset Market.

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

Recent Strategies Deployed in Headset Market

Product Launches and Expansions:

Oct-2022: Logitech G, part of Logitech International, launched the G733 wireless headset, a wireless gaming-focused headset. The headset has reversible suspension headbands, provides dual-layer memory foam ear pads, and is available in two color options. This product aims to provide gamers with high-performance gaming tools while taking a fun approach.

Sep-2022: Bose launched QuietComfort Earbuds II, a wireless earbud with a CustomTune sound calibration feature, that customs audio and noise cancellation based on the user's ear canal's acoustic response, and ActiveSense, a feature that allows user to listen to music and be aware of surroundings at the same time.

Sep-2022: JBL (a brand under Harman International) launched JBL Quantum 350 Wireless Headphones, a gaming headset with a 22-hour replenishable battery, focused on improved focus and increased comfort for the user. The headsets are DISCORD-certified and works with both Skype and TeamSpeak.

Sep-2022: Logitech launched Brio 500 webcams and Zone Vibe headphones, webcams, and headsets intended to use for hybrid work, and would make work easy for teachers, architects, designers, etc. These two products fulfill the advancing needs of remote, hybrid workers, many of whom still lack the right equipment.

Sep-2022: Sony launched WH-1000XM5 in India, a premium over-ear headset, available in two color options, black, and silver, with 30 hours of battery life. The premium headphones are 360 Reality Audio Certified, can be paired with two devices at once and is equipped with Swift Pair technology.

Sep-2022: Sennheiser launched Momentum 4, a wireless headphone with 60 hours of battery backup, Adaptive Noise Cancellation (ANC) technology, and built-in EQ. The product is also equipped with sound personalization features, providing users with an extraordinary sound experience.

Aug-2022: Grado introduced GS1000x and GS3000x, Statement X series headsets. The GS3000x is bordered by cocobolo wood, and equipped with the Grado's most powerful driver, while GS1000x has a combination of mahogany and ipê wood.

Jul-2022: JBL (part of Harman International) launched JBL LIVE Pro 2 headphones, with features like up to 40 hours of listening, IPX 5 ratings, noise and wind isolation technology. The product launch reinforces JBL's noise-canceling truly wireless product offerings.

Jun-2021: Poly launched Poly Voyager Focus 2, a wireless headset with features like Acoustic Fence technology, active noise cancellation (ANC), etc. The headset is available in two variants, Voyager Focus 2 UC and Voyager Focus 2 Office, both of which are Microsoft Teams-certified, and has a button that allows user to instantly access Microsoft Teams app.

Sep-2020: Panasonic introduced five new headsets within Athleisure and the Retro series. HTX90N, HTX20B, NJ310B, TCM130, and TCM55, these headsets are equipped with voice assistance, and noise cancellation technology. The new headphones bring together modern design and matchless sound technology. These headsets under Athleisure and the Retro series, fulfill today's consumers advancing needs.

Partnerships, Collaborations and Agreements:

Sep-2022: Bose partnered with Qualcomm, a US-based multinational company, primarily into developing and manufacturing software, semiconductors, etc. The partnership involves integrating Qualcomm's music and voice platforms into future Bose devices for a better and exceptional listening experience. This partnership aims to upgrade Bose's products and technologies, to provide their customers with a better listening experience.

Mar-2022: JBL (a subsidiary of Harman International) collaborated with 100 Thieves, an American gaming organization, and a fashion lifestyle brand. The companies collaborated on Quantum ONE Headset, a limited edition, game-focused headset. This collaboration complements JBL's objective to become a go-to brand in gaming.

Feb-2022: Sony teamed up with Niantic, a US-based company, specializing in developing augmented reality platform. The collaboration involves integrating Niantic’s AR technology and Sony’s audio technology for the development of headphones featuring auditory AR. Moreover, the collaboration involves working on other future and existing projects.

Business Expansions:

Jun-2022: Sony introduced INZONE, a new product line under Sony that focuses on PC gaming gear. The first offering includes 3 headsets, out of which two are wireless and one is wired, and two monitors. The brand launch caters to the demands of the increased market of gaming and esports tournaments.

Geographical Expansions:

Feb-2021: Logitech expanded its global footprint by opening its first offline retail store in India. The geographical expansion reflects Logitech's devotion to the Indian market and consumers and aligns with its plan to provide consumers with an offline store to personally experience Logitech's wide product offerings and make an intelligent buying decision.

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 Geography
  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA
Companies Profiled
  • 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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Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Headset Market, by Type
1.4.2 Global Headset Market, by Connectivity
1.4.3 Global Headset Market, by Application
1.4.4 Global Headset Market, by Price Band Type
1.4.5 Global Headset Market, by Geography
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market composition & scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 KBV Cardinal Matrix
3.2 Recent Industry Wide Strategic Developments
3.2.1 Partnerships, Collaborations and Agreements
3.2.2 Product Launches and Product Expansions
3.2.3 Business Expansions
3.2.4 Geographical Expansions
3.3 Top Winning Strategies
3.3.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.3.2 Key Strategic Move: (Product Launches and Product Expansions : 2019, Jul – 2022, Oct) Leading Players
Chapter 4. Global Headset Market by Type
4.1 Global In-ear Market by Region
4.2 Global Over-ear Market by Region
Chapter 5. Global Headset Market by Connectivity
5.1 Global Wired Market by Region
5.2 Global Wireless Market by Region
Chapter 6. Global Headset Market by Application
6.1 Global Commercial Market by Region
6.2 Global Personal Market by Region
Chapter 7. Global Headset Market by Price Band Type
7.1 Global USD 151-350 Market by Region
7.2 Global USD 51-150 Market by Region
7.3 Global Below USD 50 Market by Region
7.4 Global Over USD 351 Market by Region
Chapter 8. Global Headset Market by Region
8.1 North America Headset Market
8.1.1 North America Headset Market by Type
8.1.1.1 North America In-ear Market by Country
8.1.1.2 North America Over-ear Market by Country
8.1.2 North America Headset Market by Connectivity
8.1.2.1 North America Wired Market by Country
8.1.2.2 North America Wireless Market by Country
8.1.3 North America Headset Market by Application
8.1.3.1 North America Commercial Market by Country
8.1.3.2 North America Personal Market by Country
8.1.4 North America Headset Market by Price Band Type
8.1.4.1 North America USD 151-350 Market by Country
8.1.4.2 North America USD 51-150 Market by Country
8.1.4.3 North America Below USD 50 Market by Country
8.1.4.4 North America Over USD 351 Market by Country
8.1.5 North America Headset Market by Country
8.1.5.1 US Headset Market
8.1.5.1.1 US Headset Market by Type
8.1.5.1.2 US Headset Market by Connectivity
8.1.5.1.3 US Headset Market by Application
8.1.5.1.4 US Headset Market by Price Band Type
8.1.5.2 Canada Headset Market
8.1.5.2.1 Canada Headset Market by Type
8.1.5.2.2 Canada Headset Market by Connectivity
8.1.5.2.3 Canada Headset Market by Application
8.1.5.2.4 Canada Headset Market by Price Band Type
8.1.5.3 Mexico Headset Market
8.1.5.3.1 Mexico Headset Market by Type
8.1.5.3.2 Mexico Headset Market by Connectivity
8.1.5.3.3 Mexico Headset Market by Application
8.1.5.3.4 Mexico Headset Market by Price Band Type
8.1.5.4 Rest of North America Headset Market
8.1.5.4.1 Rest of North America Headset Market by Type
8.1.5.4.2 Rest of North America Headset Market by Connectivity
8.1.5.4.3 Rest of North America Headset Market by Application
8.1.5.4.4 Rest of North America Headset Market by Price Band Type
8.2 Europe Headset Market
8.2.1 Europe Headset Market by Type
8.2.1.1 Europe In-ear Market by Country
8.2.1.2 Europe Over-ear Market by Country
8.2.2 Europe Headset Market by Connectivity
8.2.2.1 Europe Wired Market by Country
8.2.2.2 Europe Wireless Market by Country
8.2.3 Europe Headset Market by Application
8.2.3.1 Europe Commercial Market by Country
8.2.3.2 Europe Personal Market by Country
8.2.4 Europe Headset Market by Price Band Type
8.2.4.1 Europe USD 151-350 Market by Country
8.2.4.2 Europe USD 51-150 Market by Country
8.2.4.3 Europe Below USD 50 Market by Country
8.2.4.4 Europe Over USD 351 Market by Country
8.2.5 Europe Headset Market by Country
8.2.5.1 Germany Headset Market
8.2.5.1.1 Germany Headset Market by Type
8.2.5.1.2 Germany Headset Market by Connectivity
8.2.5.1.3 Germany Headset Market by Application
8.2.5.1.4 Germany Headset Market by Price Band Type
8.2.5.2 UK Headset Market
8.2.5.2.1 UK Headset Market by Type
8.2.5.2.2 UK Headset Market by Connectivity
8.2.5.2.3 UK Headset Market by Application
8.2.5.2.4 UK Headset Market by Price Band Type
8.2.5.3 France Headset Market
8.2.5.3.1 France Headset Market by Type
8.2.5.3.2 France Headset Market by Connectivity
8.2.5.3.3 France Headset Market by Application
8.2.5.3.4 France Headset Market by Price Band Type
8.2.5.4 Russia Headset Market
8.2.5.4.1 Russia Headset Market by Type
8.2.5.4.2 Russia Headset Market by Connectivity
8.2.5.4.3 Russia Headset Market by Application
8.2.5.4.4 Russia Headset Market by Price Band Type
8.2.5.5 Spain Headset Market
8.2.5.5.1 Spain Headset Market by Type
8.2.5.5.2 Spain Headset Market by Connectivity
8.2.5.5.3 Spain Headset Market by Application
8.2.5.5.4 Spain Headset Market by Price Band Type
8.2.5.6 Italy Headset Market
8.2.5.6.1 Italy Headset Market by Type
8.2.5.6.2 Italy Headset Market by Connectivity
8.2.5.6.3 Italy Headset Market by Application
8.2.5.6.4 Italy Headset Market by Price Band Type
8.2.5.7 Rest of Europe Headset Market
8.2.5.7.1 Rest of Europe Headset Market by Type
8.2.5.7.2 Rest of Europe Headset Market by Connectivity
8.2.5.7.3 Rest of Europe Headset Market by Application
8.2.5.7.4 Rest of Europe Headset Market by Price Band Type
8.3 Asia Pacific Headset Market
8.3.1 Asia Pacific Headset Market by Type
8.3.1.1 Asia Pacific In-ear Market by Country
8.3.1.2 Asia Pacific Over-ear Market by Country
8.3.2 Asia Pacific Headset Market by Connectivity
8.3.2.1 Asia Pacific Wired Market by Country
8.3.2.2 Asia Pacific Wireless Market by Country
8.3.3 Asia Pacific Headset Market by Application
8.3.3.1 Asia Pacific Commercial Market by Country
8.3.3.2 Asia Pacific Personal Market by Country
8.3.4 Asia Pacific Headset Market by Price Band Type
8.3.4.1 Asia Pacific USD 151-350 Market by Country
8.3.4.2 Asia Pacific USD 51-150 Market by Country
8.3.4.3 Asia Pacific Below USD 50 Market by Country
8.3.4.4 Asia Pacific Over USD 351 Market by Country
8.3.5 Asia Pacific Headset Market by Country
8.3.5.1 China Headset Market
8.3.5.1.1 China Headset Market by Type
8.3.5.1.2 China Headset Market by Connectivity
8.3.5.1.3 China Headset Market by Application
8.3.5.1.4 China Headset Market by Price Band Type
8.3.5.2 Japan Headset Market
8.3.5.2.1 Japan Headset Market by Type
8.3.5.2.2 Japan Headset Market by Connectivity
8.3.5.2.3 Japan Headset Market by Application
8.3.5.2.4 Japan Headset Market by Price Band Type
8.3.5.3 India Headset Market
8.3.5.3.1 India Headset Market by Type
8.3.5.3.2 India Headset Market by Connectivity
8.3.5.3.3 India Headset Market by Application
8.3.5.3.4 India Headset Market by Price Band Type
8.3.5.4 South Korea Headset Market
8.3.5.4.1 South Korea Headset Market by Type
8.3.5.4.2 South Korea Headset Market by Connectivity
8.3.5.4.3 South Korea Headset Market by Application
8.3.5.4.4 South Korea Headset Market by Price Band Type
8.3.5.5 Singapore Headset Market
8.3.5.5.1 Singapore Headset Market by Type
8.3.5.5.2 Singapore Headset Market by Connectivity
8.3.5.5.3 Singapore Headset Market by Application
8.3.5.5.4 Singapore Headset Market by Price Band Type
8.3.5.6 Malaysia Headset Market
8.3.5.6.1 Malaysia Headset Market by Type
8.3.5.6.2 Malaysia Headset Market by Connectivity
8.3.5.6.3 Malaysia Headset Market by Application
8.3.5.6.4 Malaysia Headset Market by Price Band Type
8.3.5.7 Rest of Asia Pacific Headset Market
8.3.5.7.1 Rest of Asia Pacific Headset Market by Type
8.3.5.7.2 Rest of Asia Pacific Headset Market by Connectivity
8.3.5.7.3 Rest of Asia Pacific Headset Market by Application
8.3.5.7.4 Rest of Asia Pacific Headset Market by Price Band Type
8.4 LAMEA Headset Market
8.4.1 LAMEA Headset Market by Type
8.4.1.1 LAMEA In-ear Market by Country
8.4.1.2 LAMEA Over-ear Market by Country
8.4.2 LAMEA Headset Market by Connectivity
8.4.2.1 LAMEA Wired Market by Country
8.4.2.2 LAMEA Wireless Market by Country
8.4.3 LAMEA Headset Market by Application
8.4.3.1 LAMEA Commercial Market by Country
8.4.3.2 LAMEA Personal Market by Country
8.4.4 LAMEA Headset Market by Price Band Type
8.4.4.1 LAMEA USD 151-350 Market by Country
8.4.4.2 LAMEA USD 51-150 Market by Country
8.4.4.3 LAMEA Below USD 50 Market by Country
8.4.4.4 LAMEA Over USD 351 Market by Country
8.4.5 LAMEA Headset Market by Country
8.4.5.1 Brazil Headset Market
8.4.5.1.1 Brazil Headset Market by Type
8.4.5.1.2 Brazil Headset Market by Connectivity
8.4.5.1.3 Brazil Headset Market by Application
8.4.5.1.4 Brazil Headset Market by Price Band Type
8.4.5.2 Argentina Headset Market
8.4.5.2.1 Argentina Headset Market by Type
8.4.5.2.2 Argentina Headset Market by Connectivity
8.4.5.2.3 Argentina Headset Market by Application
8.4.5.2.4 Argentina Headset Market by Price Band Type
8.4.5.3 UAE Headset Market
8.4.5.3.1 UAE Headset Market by Type
8.4.5.3.2 UAE Headset Market by Connectivity
8.4.5.3.3 UAE Headset Market by Application
8.4.5.3.4 UAE Headset Market by Price Band Type
8.4.5.4 Saudi Arabia Headset Market
8.4.5.4.1 Saudi Arabia Headset Market by Type
8.4.5.4.2 Saudi Arabia Headset Market by Connectivity
8.4.5.4.3 Saudi Arabia Headset Market by Application
8.4.5.4.4 Saudi Arabia Headset Market by Price Band Type
8.4.5.5 South Africa Headset Market
8.4.5.5.1 South Africa Headset Market by Type
8.4.5.5.2 South Africa Headset Market by Connectivity
8.4.5.5.3 South Africa Headset Market by Application
8.4.5.5.4 South Africa Headset Market by Price Band Type
8.4.5.6 Nigeria Headset Market
8.4.5.6.1 Nigeria Headset Market by Type
8.4.5.6.2 Nigeria Headset Market by Connectivity
8.4.5.6.3 Nigeria Headset Market by Application
8.4.5.6.4 Nigeria Headset Market by Price Band Type
8.4.5.7 Rest of LAMEA Headset Market
8.4.5.7.1 Rest of LAMEA Headset Market by Type
8.4.5.7.2 Rest of LAMEA Headset Market by Connectivity
8.4.5.7.3 Rest of LAMEA Headset Market by Application
8.4.5.7.4 Rest of LAMEA Headset Market by Price Band Type
Chapter 9. Company Profiles
9.1 Panasonic Corporation
9.1.1 Company Overview
9.1.2 Financial Analysis
9.1.3 Segmental and Regional Analysis
9.1.4 Research & Development Expense
9.1.5 Recent strategies and developments:
9.1.5.1 Product Launches and Product Expansions:
9.1.6 SWOT Analysis
9.2 Apple, Inc.
9.2.1 Company Overview
9.2.2 Financial Analysis
9.2.3 Regional Analysis
9.2.4 Research & Development Expense
9.2.5 SWOT Analysis
9.3 Sony Corporation
9.3.1 Company Overview
9.3.2 Financial Analysis
9.3.3 Segmental and Regional Analysis
9.3.4 Research & Development Expenses
9.3.5 Recent strategies and developments:
9.3.5.1 Partnerships, Collaborations, and Agreements:
9.3.5.2 Product Launches and Product Expansions:
9.3.5.3 Businessl Expansions:
9.3.6 SWOT Analysis
9.4 Harman International Industries, Inc. (Samsung Electronics Co., Ltd.)
9.4.1 Company Overview
9.4.2 Financial Analysis
9.4.3 Segmental and Regional Analysis
9.4.4 Research & Development Expense
9.4.5 Recent strategies and developments:
9.4.5.1 Partnerships, Collaborations, and Agreements:
9.4.5.2 Product Launches and Product Expansions:
9.5 Logitech International S.A.
9.5.1 Company Overview
9.5.2 Financial Analysis
9.5.3 Regional Analysis
9.5.4 Research & Development Expenses
9.5.5 Recent strategies and developments:
9.5.5.1 Product Launches and Product Expansions:
9.5.5.2 Geographical Expansions:
9.6 Poly, Inc. (Plantronics, Inc.) (HP Development Company, L.P.)
9.6.1 Company Overview
9.6.2 Financial Analysis
9.6.3 Segmental and Regional Analysis
9.6.4 Research & Development Expenses
9.6.5 Recent strategies and developments:
9.6.5.1 Partnerships, Collaborations, and Agreements:
9.6.5.2 Product Launches and Product Expansions:
9.7 Sennheiser Electronic GmbH & Co. KG
9.7.1 Company Overvliew
9.7.2 Financial Analysis
9.7.3 Segmental and Regional Analysis
9.7.4 Recent strategies and developments:
9.7.4.1 Product Launches and Product Expansions:
9.8 Grado Labs, Inc.
9.8.1 Company Overview
9.8.2 Recent strategies and developments:
9.8.2.1 Product Launches and Product Expansions:
9.9 Shure, Inc.
9.9.1 Company overview
9.10. Bose Corporation
9.10.1 Company Overview
9.10.2 Recent strategies and developments:
9.10.2.1 Partnerships, Collaborations, and Agreements:
9.10.2.2 Product Launches and Product Expansions:

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