Report overview
Gaming glasses are used to protect your eyes from the glare of the computer or television screen. Gaming glasses prevent glare-induced headaches that are usually caused from too much continuous light reaching the eyes. These frames are usually an amber color ? this increases the contrast of the colors on the screen. Gaming glasses are also anti-reflective, creating even more protection for your eyes. They are usually water and dust repellant and scratch resistant.
This report aims to provide a comprehensive presentation of the global market for Gaming Glasses, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Gaming Glasses. This report contains market size and forecasts of Gaming Glasses in global, including the following market information:
Global Gaming Glasses Market Revenue, 2018-2023, 2024-2032, ($ millions)
Global Gaming Glasses Market Sales, 2018-2023, 2024-2032, (K Units)
Global top five Gaming Glasses companies in 2022 (%)
The global Gaming Glasses market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is Forecast to Reach $ Million.
Men Gaming Glasses Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Gaming Glasses include J and S vision, Duco Protection, Active Pacific, Gunnar, AltecVision, Zenni Optical, Ambr Eyewear, Pixel Eyewear and Venn Eyewea, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We has surveyed the Gaming Glasses manufacturers, suppliers, distributors and industry experts on this industry, involving the sales, revenue, demand, price change, product type, recent development and plan, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Gaming Glasses Market, by Type, 2018-2023, 2024-2032 ($ Millions) & (K Units)
Global Gaming Glasses Market Segment Percentages, by Type, 2022 (%)
Men Gaming Glasses
Women Gaming Glasses
Global Gaming Glasses Market, by Application, 2018-2023, 2024-2032 ($ Millions) & (K Units)
Global Gaming Glasses Market Segment Percentages, by Application, 2022 (%)
Professional Use
Personal Use
Global Gaming Glasses Market, By Region and Country, 2018-2023, 2024-2032 ($ Millions) & (K Units)
Global Gaming Glasses Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Gaming Glasses revenues in global market, 2018-2023 (Estimated), ($ millions)
Key companies Gaming Glasses revenues share in global market, 2022 (%)
Key companies Gaming Glasses sales in global market, 2018-2023 (Estimated), (K Units)
Key companies Gaming Glasses sales share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
J and S vision
Duco Protection
Active Pacific
Gunnar
AltecVision
Zenni Optical
Ambr Eyewear
Pixel Eyewear
Venn Eyewea
BARNER
ZEISS
TruVision
Swanwick
Spektrum Glasses
CrystalHill
Outline of Major Chapters:
Chapter 1: Introduces the definition of Gaming Glasses, market overview.
Chapter 2: Global Gaming Glasses market size in revenue and volume.
Chapter 3: Detailed analysis of Gaming Glasses manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Gaming Glasses in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Global Gaming Glasses capacity by region & country.
Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 10: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 11: The main points and conclusions of the report.