China Gaming Headsets Market Size and Share

China Gaming Headsets Market (2025 - 2030)
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China Gaming Headsets Market Analysis by Mordor Intelligence

The China Gaming Headsets Market size is estimated at USD 325.61 million in 2025, and is expected to reach USD 538.85 million by 2030, at a CAGR of 10.60% during the forecast period (2025-2030). Government subsidies for digital products and large‐scale semiconductor investments nourish a self-sustaining hardware ecosystem, while the world’s largest gamer base generates consistent peripheral demand. Rapid adoption of virtual-reality (VR) titles, the professionalisation of esports, and influencer-driven livestream commerce collectively widen the addressable customer pool. Manufacturers respond with AI-enabled noise suppression, low-latency wireless chipsets, and platform-agnostic designs that encourage multi-device use. Supply-chain volatility linked to chip shortages and intensifying online price competition remain near-term hurdles, yet policy incentives for domestic audio-IC fabrication continuously ease hardware constraints.[1]中国政府网, “实施手机等数码产品购新补贴、增加发行超长期特别国债……国家发改委最新发布!,” gov.cn

Key Report Takeaways

  • By compatibility type, PC headsets led with 47.7% of gaming headsets market share in 2024, whereas VR-specific headsets are set to expand at a 19.3% CAGR through 2030.  
  • By connectivity type, wired solutions retained 63.8% revenue share in 2024; wireless products are on track for a 17.6% CAGR over 2025–2030.  
  • By end-user, casual and mobile gamers accounted for 55.2% of the gaming headsets market size in 2024, while esports professionals will record the highest 16.2% CAGR to 2030.  
  • By sales channel, online marketplaces and brand websites captured 69% share of the gaming headsets market in 2024 and should advance at a 13.7% CAGR through 2030.  
  • By geography, East China commanded 31.4% revenue share in 2024, yet Central and West China will register the fastest 13.4% CAGR to 2030.  

Segment Analysis

By Compatibility Type: VR Drives Next-Generation Audio Innovation

PC headsets contributed 47.7% of overall revenue in 2024, securing the largest gaming headsets market share due to entrenched esports ecosystems in internet cafés and home setups. Even so, VR-specific models will post a 19.3% CAGR through 2030, the highest within the compatibility spectrum, powered by subsidies that shave up to CNY 2,000 off eligible devices. Console headsets hold steady demand around major title releases, while mobile gaming headsets ride the region’s 70-million-plus cloud-gaming user base.  

PC headsets keep leadership through modular upgrades such as swappable cables, dedicated DACs, and software equalisation suites. Yet cross-platform headsets that auto-detect console, PC, and mobile inputs dilute single-platform dominance, pooling R&D budgets and shortening payback periods. VR-oriented models emphasise weight distribution and 3D spatial audio, leveraging Sony-filed patents that improve HRTF rendering for frontal imaging accuracy. Component suppliers must address higher impedance drivers and low-profile battery packs, re-shaping supply-chain needs inside the gaming headsets market.

China Gaming Headsets Market: Market Share by Compatibility Type
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By Connectivity Type: Wireless Technology Accelerates Despite Wired Dominance

Wired designs generated 63.8% of 2024 revenue and remain the default for tournament hosts that prohibit wireless to avoid frequency congestion. Nevertheless, wireless units will advance at a 17.6% CAGR from 2025 as 2.4 GHz adaptive radios and Bluetooth LE-Audio reduce latency to sub-20 ms levels. Efficiency gains from 6 nm audio SoCs developed by Hengxuan, Zhongke Lanyun, and Juchip extend battery life beyond 40 hours between charges.  

Hybrid headsets that switch between wired and wireless modes build resilience against venue interference while appealing to everyday convenience. Magnetic charging cradles, quick-swap batteries, and wireless dongles with console compatibility further erode resistance to premium price points. Conversely, wired models protect market share by offering broadcast-quality inline DACs at aggressive entry prices, ensuring their relevance among budget-focused gamers within the gaming headsets market.

By End-User: Esports Professionals Drive Premium Segment Expansion

Casual and mobile gamers represented 55.2% of 2024 demand, yet esports professionals will clock a 16.2% CAGR as national leagues proliferate and collegiate circuits formalise talent pipelines. Professional-grade headsets integrate isolated voice channels, memory-foam clamping, and league-approved branding. The gaming headsets market size for esports professionals is projected to reach USD 82.5 million by 2030, equating to roughly 15% of the total pool.  

Influence extends beyond direct purchases, as amateur spectators mimic pro setups, triggering “listener envy” that nudges volume growth across mid-range SKUs. Tier-1 broadcasters now annotate matches with on-screen headset specifications, giving brands free advertising that cements mindshare. Patents filed by Meta reveal contextual-awareness subsystems that adjust equaliser curves when background noise exceeds threshold, an innovation first aimed at professional LAN environments but later cascaded into mainstream firmware updates.

China Gaming Headsets Market: Market Share by End-User
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By Sales Channel: Online Dominance Reflects E-Commerce Maturity

Digital storefronts and brand.com platforms generated 69% of 2024 sales, a lead reinforced by same-day fulfilment, AI customer service, and algorithmic personalisation. Livestream integration lets influencers pin product links during matches or unboxing sessions, compressing the purchase funnel to seconds. Offline specialty chains still command premium buyers who insist on fit-testing, especially for heavier surround-sound models.  

The gaming headsets market size attributed to online channels is forecast to reach USD 395.6 million by 2030, delivering the bulk of incremental gains. Omnichannel strategies now let customers reserve units online and collect at partnered convenience stores, bridging trust gaps among new buyers in smaller cities. Retailers respond by expanding experience zones that showcase microphone pickup and ANC demos, justifying price differentials against pure-play online discounters.

Geography Analysis

East China delivered 31.4% of national revenue in 2024, reflecting Shanghai’s dense esports venue cluster and Hangzhou’s live-streaming production studios. Supply-chain vertical integration around the Yangtze River Delta speeds prototype iterations, letting brands compress launch cycles. High disposable incomes support multi-headset ownership, with separate units for work, console, and VR gameplay, lifting average selling prices across the gaming headsets market.

Central and West China, though historically under-penetrated, will register a 13.4% CAGR to 2030, outperforming other regions. Government-led “Digital Silk Road” investments are extending 5 G base stations and cloud gaming nodes to Chengdu, Chongqing, and Xi’an. As internet cafés upgrade to esports lounges, headset bulk orders flow to regional distributors, diversifying demand away from coastal provinces. The gaming headsets market size for Central and West China is expected to cross USD 105.3 million by 2030.

South China benefits from Shenzhen’s manufacturing corridor, which hosts ODM factories supplying global and domestic brands alike. Local component proximity shortens feedback loops between design and volume production, underpinning competitive pricing strategies. North and Northeast China maintain steady, albeit slower, growth anchored by university esports leagues in Harbin and Shenyang. Cold winters extend indoor gaming sessions, slightly lifting replacement cycles for over-ear units that double as general-purpose headphones.

Regional cultural nuances shape marketing tactics. East China campaigns stress creator studios and RGB aesthetics, whereas West China emphasises durability on dusty LAN floors. Retailers in North China run trade-in programmes timed around university enrolment seasons, capturing students upgrading from entry-level earbuds to full headset setups. Collectively, geographic diversification cushions cyclicality and distributes risk across China’s vast gaming headsets market.

Competitive Landscape

The competitive field is characterised by moderate fragmentation. Top international brands such as Logitech, Razer, HyperX, Corsair, SteelSeries, Sony, and Sennheiser compete alongside domestic champions Edifier, ONIKUMA, EKSA, and Havit. No manufacturer holds dominant control, with the top five accounting for roughly 34% of revenue in 2024. Brands concentrate on three levers: acoustic engineering, wireless protocol optimisation, and design customisation for influencer branding.

Technology remains the decisive differentiator. Edifier leverages a partnership with Chinese AI chipset vendors to embed real-time noise suppression that adapts to WeChat and QQ voice call codecs, offering localisation advantages against global rivals. Logitech’s “Play All” ecosystem links headset equaliser profiles to mouse and keyboard configurations through a single application, creating stickiness across peripheral categories. HyperX expands its Cloud series into bronze-level esports leagues through sponsorship packages that bundle headsets with in-ear coach communicators.

Strategic moves in 2024–2025 illustrate varied playbooks. SteelSeries raised production at a Malaysian facility to de-risk China-centric assembly while simultaneously extending its Arctis Nova line with AI mic algorithms tailored for Mandarin consonant clarity. Razer co-developed a limited green-trim Kraken headset with NetEase’s Marvel Rivals, leveraging co-branding to tap dedicated fanbases. Edifier debuted a HECATE sub-brand flagship featuring graphene diaphragms and 40-hour battery life, aiming at Gen-Z streamers. These initiatives showcase relentless feature racing that keeps pricing and innovation fluid across the gaming headsets market.

China Gaming Headsets Industry Leaders

  1. Razer Inc.

  2. Logitech International SA

  3. SteelSeries

  4. Audio-Technica Ltd.

  5. Sony Interactive Entertainment

  6. *Disclaimer: Major Players sorted in no particular order
China Gaming Headsets Market Concentration
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Recent Industry Developments

  • May 2025: NetEase reported Q1 2025 gaming revenue of CNY 24 billion (USD 3.3 billion), a 12.1% year-on-year increase that lifts demand for complementary hardware such as headsets.
  • May 2025: HUYA Inc. posted 52.1% year-on-year growth in game-related services revenue to CNY 370.4 million (USD 51 million), signalling strong livestream-powered peripheral sales.
  • March 2025: Chinese authorities rolled out AR/VR subsidies of up to CNY 2,000 per unit, immediately reducing retail prices for devices such as PICO 4 Ultra.
  • February 2025: GN Store Nord’s SteelSeries division confirmed 7% organic growth in 2024 and signalled 7–12% expected growth for 2025, citing innovation in cross-platform audio.

Table of Contents for China Gaming Headsets Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Gaming Industry Landscape in China
  • 4.3 Industry Ecosystem Analysis
  • 4.4 Demographic Analysis
    • 4.4.1 Age and Income Demographics
    • 4.4.2 Purchase-Decision Factors for Gaming Peripherals
  • 4.5 Impact of Emerging Trends
  • 4.6 Regulatory Landscape
  • 4.7 Technological Outlook
  • 4.8 Porter's Five Forces Analysis
    • 4.8.1 Threat of New Entrants
    • 4.8.2 Bargaining Power of Suppliers
    • 4.8.3 Bargaining Power of Buyers
    • 4.8.4 Threat of Substitutes
    • 4.8.5 Competitive Rivalry
  • 4.9 Investment Analysis
  • 4.10 Pricing and Feature Benchmarking
  • 4.11 Market Drivers
    • 4.11.1 Esports boom elevates demand for tournament-grade audio
    • 4.11.2 Rapid adoption of VR titles among urban gamers
    • 4.11.3 Rising disposable income of Gen-Z and Gen-Alpha cohorts
    • 4.11.4 Expansion of livestream commerce driving influencer-led upgrades
    • 4.11.5 Government incentives for domestic audio-IC fabrication
    • 4.11.6 AI-enabled noise-suppression chips tailored to Chinese social apps
  • 4.12 Market Restraints
    • 4.12.1 Semiconductor supply-chain volatility
    • 4.12.2 Intensifying price wars compressing vendor margins
    • 4.12.3 Stringent CCC/GB compliance delaying product launches
    • 4.12.4 Shift toward lightweight gaming earbuds cannibalising over-ear demand

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Compatibility Type
    • 5.1.1 Console Headsets
    • 5.1.2 PC Headsets
    • 5.1.3 Mobile Gaming Headsets
    • 5.1.4 VR-Specific Headsets
  • 5.2 By Connectivity Type
    • 5.2.1 Wired
    • 5.2.2 Wireless (2.4 GHz / Bluetooth)
  • 5.3 By End-User
    • 5.3.1 Esports Professionals
    • 5.3.2 Core / Hardcore Gamers
    • 5.3.3 Casual and Mobile Gamers
  • 5.4 By Sales Channel
    • 5.4.1 Online Marketplaces
    • 5.4.2 Offline Retail (Electronics Chains, Specialty)

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves (MandA, Licensing, ODM)
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global level Overview, Market level overview, Core Segments, Financials as available, Strategic Information, Market Rank/Share for key companies, Products and Services, and Recent Developments)
    • 6.4.1 Logitech International SA
    • 6.4.2 Razer Inc.
    • 6.4.3 HyperX (Kingston Technology)
    • 6.4.4 Corsair Gaming Inc.
    • 6.4.5 SteelSeries ApS
    • 6.4.6 Audio-Technica Corporation
    • 6.4.7 Sony Interactive Entertainment
    • 6.4.8 Creative Technology Ltd.
    • 6.4.9 Skullcandy Inc.
    • 6.4.10 ROCCAT GmbH
    • 6.4.11 Edifier Technology Co., Ltd. (HECATE)
    • 6.4.12 Turtle Beach Corporation
    • 6.4.13 ASUS Tek Computer Inc. (ROG)
    • 6.4.14 Sades Technology Corp.
    • 6.4.15 ONIKUMA Gaming
    • 6.4.16 EKSA Technology Co., Ltd.
    • 6.4.17 Havit (Guangzhou HAVIT Technology)
    • 6.4.18 Plextone Electronics
    • 6.4.19 1MORE Inc.
    • 6.4.20 Sennheiser electronic GmbH & Co. KG

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-space and Unmet-need Assessment
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China Gaming Headsets Market Report Scope

A gaming headset is a specialized audio device designed to enhance the gaming experience for users. It integrates headphones and a microphone, enabling gamers to hear in-game audio clearly and communicate effectively with teammates or opponents during multiplayer gaming sessions.

The Chinese gaming headset market is segmented by compatibility type (console headset and PC headset), connectivity type (wired and wireless), and sales channel (retail and online). The report offers the market size in value terms in USD for all the abovementioned segments.

By Compatibility Type
Console Headsets
PC Headsets
Mobile Gaming Headsets
VR-Specific Headsets
By Connectivity Type
Wired
Wireless (2.4 GHz / Bluetooth)
By End-User
Esports Professionals
Core / Hardcore Gamers
Casual and Mobile Gamers
By Sales Channel
Online Marketplaces
Offline Retail (Electronics Chains, Specialty)
By Compatibility Type Console Headsets
PC Headsets
Mobile Gaming Headsets
VR-Specific Headsets
By Connectivity Type Wired
Wireless (2.4 GHz / Bluetooth)
By End-User Esports Professionals
Core / Hardcore Gamers
Casual and Mobile Gamers
By Sales Channel Online Marketplaces
Offline Retail (Electronics Chains, Specialty)
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Key Questions Answered in the Report

What is the current size of the Chinese gaming headsets market?

The gaming headsets market size in China is valued at USD 325.61 million in 2025 and is projected to grow to USD 538.85 million by 2030.

Which compatibility segment is growing fastest?

VR-specific headsets will post the highest 19.3% CAGR through 2030, benefiting from government hardware subsidies and content expansion.

How important are online channels for headset sales?

Online marketplaces and brand websites captured 69% of 2024 revenue and are forecast to reach USD 395.6 million by 2030, making them the dominant distribution route.

What is driving demand among esports professionals?

Rising tournament prize pools, league standardisation of approved gear, and aspirational purchasing by amateur players push professional-grade headset demand at a 16.2% CAGR.

How are semiconductor shortages influencing the market?

Chip supply volatility extends production lead times and elevates component costs, shaving an estimated 1.4% off the market’s forecast CAGR until additional domestic fabs come online.

Which region will lead future growth?

Central and West China will register a 13.4% CAGR through 2030, outpacing coastal provinces due to expanding broadband access and government digital economy initiatives.

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