Headphones - Worldwide

  • Worldwide
  • In 2024, the revenue in the Headphones market worldwide reached a staggering €16.7bn.
  • This market is projected to experience an annual growth rate of 2.60% (CAGR 2024-2029).
  • When comparing global revenue, it becomes evident that in China leads the way, generating €3,768.0m in 2024.
  • Furthermore, in 2024, the per person revenue in the Headphones market was approximately €2.15, taking into account the total population figures.
  • Looking ahead to 2029, the volume in the Headphones market is expected to reach 1.4bn pieces.
  • Additionally, a volume growth of 2.9% is anticipated in 2025.
  • In terms of average volume per person, it is predicted that each individual will account for approximately 0.1pieces in the Headphones market in 2024.
  • The worldwide market for headphones is experiencing a surge in demand, with countries like the United States leading the way in adoption and innovation.

Key regions: United States, Germany, United Kingdom, Canada, China

 
Mercado
 
Región
 
Comparación de regiones
 
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Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on electronic and digital devices used privately either for entertainment (televisions, game consoles, smart speakers, etc.), communication (telephones, smartphones, etc.) or home-office activities (printers, copiers, etc.).

Modeling approach:

Market sizes are determined through a bottom-up approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., the Statista Global Consumer Survey), as well as performance factors (e.g., user penetration, price per product, usage). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, number of internet users, smartphone penetration rate, household number and consumer price index. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting electronic products due to the non-linear growth of technology adoption and regular product upgrade. The main drivers are GDP per capita, consumer spending per capita, and 5G penetration rate.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). GCS data is reweighted for representativeness.

Visión general

  • Revenue
  • Key Players
  • Volume
  • Price
  • Sales Channels
  • Gaming Share
  • Global Comparison
  • Methodology
  • Key Market Indicators
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