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Semiconductor and Electronics industry

Global Sound Cards for Gaming Market 2019 by Manufacturers, Regions, Type and Application, Forecast to 2025




 

In this report, the global Sound Cards for Gaming market is valued at USD XX million in 2019 and is expected to reach USD XX million by the end of 2025, growing at a CAGR of XX% between 2019 and 2025.

There are a large variety of sound cards for gaming available. Many have integrated output jacks that allow you to send sound through your headphone or speakers if you have a stereo setup. Some cards even include a microphone input so that you can use your microphone to make sounds on-screen. The most common use for audio cards when it comes to gaming is to output either audio from your computer speakers directly to your headphones, or to output a stereo audio stream to your gaming monitor.

Market Dynamics

Launch of new gaming desktops is expected to propel growth of the global sound cards for gaming market over the forecast period. For instance, in February 2021, AsusTek Computer Inc., a Taiwan-based computer and phone hardware and electronics company, launched two new gaming rigs called the ROG Strix GA35 and ROG Strix GT35. Moreover, launch of new products is also expected to aid in growth of the market. For instance, in 2020, Razer Inc. launched Razer BlackShark V2 + USB Sound.

Increasing number of PC shipments is expected to offer lucrative growth opportunities for players in the global sound cards for gaming market. For instance, according to Gartner, Inc., worldwide PC shipments totaled 70.6 million units in the fourth quarter of 2019, a 2.3% increase from the fourth quarter of 2018. Moreover, growing electronics sector is also expected to aid in growth of the market. For instance, according to India Brand Equity Foundation, the electronics market in India is expected to witness a CAGR of 24.4% during 2012–20.  

However, availability of motherboards with built in components such as the chipset, SATA/Hard Drive controller, RGB control, and sound cards is expected to hinder growth of the global sound cards for gaming market.

Major players operating in the global sound cards for gaming market are focused on launching new products to expand their product portfolio. For instance, in 2020, Creative Labs launched SoundBlaster AE-7 sound card.

Key Takeaways

  • Launch of new gaming desktops is expected to propel growth of the global sound cards for gaming market over the forecast period
  • Major players operating in the global sound cards for gaming market are focused on launching new products to expand their product portfolio. For instance, in 2020, EPOS launched EPOS GSX 300 External Sound Card.
  • Major players operating in the global sound cards for gaming market include, ASUS, Creative Labs, HT Omega, EPOS, Razer Inc., and Terratec

Geographically, this report is segmented into several key Regions, with production, consumption, revenue (million USD), market share and growth rate of Sound Cards for Gaming in these regions, from 2018 to 2025 (forecast), covering
United States
EU
China
Japan
South Korea
Taiwan

Global Sound Cards for Gaming market competition by top manufacturers, with production, price, revenue (value) and market share for each manufacturer; the top players including
ASUS
Creative Technology
HT Omega
Terratec
...

On the basis of product, this report displays the production, revenue, price, market share and growth rate of each type, primarily split into
External Sound Card
Internal Sound Card

On the basis on the end users/applications, this report focuses on the status and outlook for major applications/end users, consumption (sales), market share and growth rate of Sound Cards for Gaming for each application, including
Personnal
Commercial

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Table of Contents

Global Sound Cards for Gaming Market Research Report 2019
1 Sound Cards for Gaming Market Overview
1.1 Product Overview and Scope of Sound Cards for Gaming
1.2 Sound Cards for Gaming Segment by Type (Product Category)
1.2.1 Global Sound Cards for Gaming Production and CAGR (%) Comparison by Type (Product Category)(2014-2024)
1.2.2 Global Sound Cards for Gaming Production Market Share by Type (Product Category) in 2016
1.2.3 External Sound Card
1.2.4 Internal Sound Card
1.3 Global Sound Cards for Gaming Segment by Application
1.3.1 Sound Cards for Gaming Consumption (Sales) Comparison by Application (2014-2024)
1.3.2 Personnal
1.3.3 Commercial
1.4 Global Sound Cards for Gaming Market by Region (2014-2024)
1.4.1 Global Sound Cards for Gaming Market Size (Value) and CAGR (%) Comparison by Region (2014-2024)
1.4.2 United States Status and Prospect (2014-2024)
1.4.3 EU Status and Prospect (2014-2024)
1.4.4 China Status and Prospect (2014-2024)
1.4.5 Japan Status and Prospect (2014-2024)
1.4.6 South Korea Status and Prospect (2014-2024)
1.4.7 Taiwan Status and Prospect (2014-2024)
1.5 Global Market Size (Value) of Sound Cards for Gaming (2014-2024)
1.5.1 Global Sound Cards for Gaming Revenue Status and Outlook (2014-2024)
1.5.2 Global Sound Cards for Gaming Capacity, Production Status and Outlook (2014-2024)

2 Global Sound Cards for Gaming Market Competition by Manufacturers
2.1 Global Sound Cards for Gaming Capacity, Production and Share by Manufacturers (2014-2019)
2.1.1 Global Sound Cards for Gaming Capacity and Share by Manufacturers (2014-2019)
2.1.2 Global Sound Cards for Gaming Production and Share by Manufacturers (2014-2019)
2.2 Global Sound Cards for Gaming Revenue and Share by Manufacturers (2014-2019)
2.3 Global Sound Cards for Gaming Average Price by Manufacturers (2014-2019)
2.4 Manufacturers Sound Cards for Gaming Manufacturing Base Distribution, Sales Area and Product Type
2.5 Sound Cards for Gaming Market Competitive Situation and Trends
2.5.1 Sound Cards for Gaming Market Concentration Rate
2.5.2 Sound Cards for Gaming Market Share of Top 3 and Top 5 Manufacturers
2.5.3 Mergers & Acquisitions, Expansion

3 Global Sound Cards for Gaming Capacity, Production, Revenue (Value) by Region (2014-2019)
3.1 Global Sound Cards for Gaming Capacity and Market Share by Region (2014-2019)
3.2 Global Sound Cards for Gaming Production and Market Share by Region (2014-2019)
3.3 Global Sound Cards for Gaming Revenue (Value) and Market Share by Region (2014-2019)
3.4 Global Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
3.5 United States Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
3.6 EU Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
3.7 China Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
3.8 Japan Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
3.9 South Korea Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
3.10 Taiwan Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)

4 Global Sound Cards for Gaming Supply (Production), Consumption, Export, Import by Region (2014-2019)
4.1 Global Sound Cards for Gaming Consumption by Region (2014-2019)
4.2 United States Sound Cards for Gaming Production, Consumption, Export, Import (2014-2019)
4.3 EU Sound Cards for Gaming Production, Consumption, Export, Import (2014-2019)
4.4 China Sound Cards for Gaming Production, Consumption, Export, Import (2014-2019)
4.5 Japan Sound Cards for Gaming Production, Consumption, Export, Import (2014-2019)
4.6 South Korea Sound Cards for Gaming Production, Consumption, Export, Import (2014-2019)
4.7 Taiwan Sound Cards for Gaming Production, Consumption, Export, Import (2014-2019)

5 Global Sound Cards for Gaming Production, Revenue (Value), Price Trend by Type
5.1 Global Sound Cards for Gaming Production and Market Share by Type (2014-2019)
5.2 Global Sound Cards for Gaming Revenue and Market Share by Type (2014-2019)
5.3 Global Sound Cards for Gaming Price by Type (2014-2019)
5.4 Global Sound Cards for Gaming Production Growth by Type (2014-2019)

6 Global Sound Cards for Gaming Market Analysis by Application
6.1 Global Sound Cards for Gaming Consumption and Market Share by Application (2014-2019)
6.2 Global Sound Cards for Gaming Consumption Growth Rate by Application (2014-2019)
6.3 Market Drivers and Opportunities
6.3.1 Potential Applications
6.3.2 Emerging Markets/Countries

7 Global Sound Cards for Gaming Manufacturers Profiles/Analysis
7.1 ASUS
7.1.1 Company Basic Information, Manufacturing Base, Sales Area and Its Competitors
7.1.2 Sound Cards for Gaming Product Category, Application and Specification
7.1.2.1 Product A
7.1.2.2 Product B
7.1.3 ASUS Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
7.1.4 Main Business/Business Overview
7.2 Creative Technology
7.2.1 Company Basic Information, Manufacturing Base, Sales Area and Its Competitors
7.2.2 Sound Cards for Gaming Product Category, Application and Specification
7.2.2.1 Product A
7.2.2.2 Product B
7.2.3 Creative Technology Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
7.2.4 Main Business/Business Overview
7.3 HT Omega
7.3.1 Company Basic Information, Manufacturing Base, Sales Area and Its Competitors
7.3.2 Sound Cards for Gaming Product Category, Application and Specification
7.3.2.1 Product A
7.3.2.2 Product B
7.3.3 HT Omega Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
7.3.4 Main Business/Business Overview
7.4 Terratec
7.4.1 Company Basic Information, Manufacturing Base, Sales Area and Its Competitors
7.4.2 Sound Cards for Gaming Product Category, Application and Specification
7.4.2.1 Product A
7.4.2.2 Product B
7.4.3 Terratec Sound Cards for Gaming Capacity, Production, Revenue, Price and Gross Margin (2014-2019)
7.4.4 Main Business/Business Overview
...

8 Sound Cards for Gaming Manufacturing Cost Analysis
8.1 Sound Cards for Gaming Key Raw Materials Analysis
8.1.1 Key Raw Materials
8.1.2 Price Trend of Key Raw Materials
8.1.3 Key Suppliers of Raw Materials
8.1.4 Market Concentration Rate of Raw Materials
8.2 Proportion of Manufacturing Cost Structure
8.2.1 Raw Materials
8.2.2 Labor Cost
8.2.3 Manufacturing Expenses
8.3 Manufacturing Process Analysis of Sound Cards for Gaming

9 Industrial Chain, Sourcing Strategy and Downstream Buyers
9.1 Sound Cards for Gaming Industrial Chain Analysis
9.2 Upstream Raw Materials Sourcing
9.3 Raw Materials Sources of Sound Cards for Gaming Major Manufacturers in 2015
9.4 Downstream Buyers

10 Marketing Strategy Analysis, Distributors/Traders
10.1 Marketing Channel
10.1.1 Direct Marketing
10.1.2 Indirect Marketing
10.1.3 Marketing Channel Development Trend
10.2 Market Positioning
10.2.1 Pricing Strategy
10.2.2 Brand Strategy
10.2.3 Target Client
10.3 Distributors/Traders List

11 Market Effect Factors Analysis
11.1 Technology Progress/Risk
11.1.1 Substitutes Threat
11.1.2 Technology Progress in Related Industry
11.2 Consumer Needs/Customer Preference Change
11.3 Economic/Political Environmental Change

12 Global Sound Cards for Gaming Market Forecast (2019-2024)
12.1 Global Sound Cards for Gaming Capacity, Production, Revenue Forecast (2019-2024)
12.1.1 Global Sound Cards for Gaming Capacity, Production and Growth Rate Forecast (2019-2024)
12.1.2 Global Sound Cards for Gaming Revenue and Growth Rate Forecast (2019-2024)
12.1.3 Global Sound Cards for Gaming Price and Trend Forecast (2019-2024)
12.2 Global Sound Cards for Gaming Production, Consumption , Import and Export Forecast by Region (2019-2024)
12.2.1 United States Sound Cards for Gaming Production, Revenue, Consumption, Export and Import Forecast (2019-2024)
12.2.2 EU Sound Cards for Gaming Production, Revenue, Consumption, Export and Import Forecast (2019-2024)
12.2.3 China Sound Cards for Gaming Production, Revenue, Consumption, Export and Import Forecast (2019-2024)
12.2.4 Japan Sound Cards for Gaming Production, Revenue, Consumption, Export and Import Forecast (2019-2024)
12.2.5 South Korea Sound Cards for Gaming Production, Revenue, Consumption, Export and Import Forecast (2019-2024)
12.2.6 Taiwan Sound Cards for Gaming Production, Revenue, Consumption, Export and Import Forecast (2019-2024)
12.3 Global Sound Cards for Gaming Production, Revenue and Price Forecast by Type (2019-2024)
12.4 Global Sound Cards for Gaming Consumption Forecast by Application (2019-2024)

13 Research Findings and Conclusion

14 Appendix
14.1 Methodology/Research Approach
14.1.1 Research Programs/Design
14.1.2 Market Size Estimation
14.1.3 Market Breakdown and Data Triangulation
14.2 Data Source
14.2.1 Secondary Sources
14.2.2 Primary Sources
14.3 Disclaimer


 



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The report efficiently evaluates the current market size and provides industry forecast. The market was valued at xx Million US$ in 2019, and is expected to grow at a CAGR of xx% during the period 2020-2027.
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Market is segmented by Types, Applications, Technology, End-use Industries, and Regions.
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