0
U.S. (TOLL FREE)
+1 (315) 215-3225
Automative

0
U.S. (TOLL FREE)
+1 (315) 215-3225
Global Live Sound Cards for Gaming Market Research Report 2025
Published Date: February 2025
|
Report Code: QYRE-Auto-27U10280
Home | Market Reports | Computers & Electronics
Global Live Sound Cards for Gaming Market Research Report 2022
BUY CHAPTERS

Global Live Sound Cards for Gaming Market Research Report 2025

Code: QYRE-Auto-27U10280
Report
February 2025
Pages:93
QYResearch
Buy Now with 15% Discount
DESCRIPTION
TABLE OF CONTENT
TABLES & FIGURES

Live Sound Cards for Gaming Market

The global market for Live Sound Cards for Gaming was valued at US$ million in the year 2024 and is projected to reach a revised size of US$ million by 2031, growing at a CAGR of %during the forecast period.
North American market for Live Sound Cards for Gaming is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
Asia-Pacific market for Live Sound Cards for Gaming is estimated to increase from $ million in 2024 to reach $ million by 2031, at a CAGR of % during the forecast period of 2025 through 2031.
The major global manufacturers of Live Sound Cards for Gaming include HT Omega, Terratec, Asus, Creative Technology, Ugreen Group, Ningbo Fulman Technology, Sudotack, Seeknature, TAKSTAR, etc. In 2024, the world's top three vendors accounted for approximately % of the revenue.

Report Scope

This report aims to provide a comprehensive presentation of the global market for Live Sound Cards for Gaming, 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 Live Sound Cards for Gaming.
The Live Sound Cards for Gaming market size, estimations, and forecasts are provided in terms of output/shipments (K Units) and revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. This report segments the global Live Sound Cards for Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Live Sound Cards for Gaming manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, production, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation

Scope of Live Sound Cards for Gaming Market Report

Report Metric Details
Report Name Live Sound Cards for Gaming Market
by Type
by Application
  • Household
  • Commercial
Production by Region
  • North America
  • Europe
  • China
  • Japan
  • Taiwan
Consumption by Region
  • North America (United States, Canada)
  • Europe (Germany, France, UK, Italy, Russia)
  • Asia-Pacific (China, Japan, South Korea, Taiwan)
  • Southeast Asia (India)
  • Latin America (Mexico, Brazil)
By Company HT Omega, Terratec, Asus, Creative Technology, Ugreen Group, Ningbo Fulman Technology, Sudotack, Seeknature, TAKSTAR
Forecast units USD million in value
Report coverage Revenue and volume forecast, company share, competitive landscape, growth factors and trends

Chapter Outline

  • Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
  • Chapter 2: Detailed analysis of Live Sound Cards for Gaming manufacturers competitive landscape, price, production and value market share, latest development plan, merger, and acquisition information, etc.
  • Chapter 3: Production/output, value of Live Sound Cards for Gaming by region/country. It provides a quantitative analysis of the market size and development potential of each region in the next six years.
  • Chapter 4: Consumption of Live Sound Cards for Gaming 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, and production of each country in the world.
  • Chapter 5: 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 6: 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 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product production/output, value, price, gross margin, product introduction, recent development, etc.
  • Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
  • 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: The main points and conclusions of the report.

FAQ for this report

Who are the main players in the Live Sound Cards for Gaming Market report?

Ans: The main players in the Live Sound Cards for Gaming Market are HT Omega, Terratec, Asus, Creative Technology, Ugreen Group, Ningbo Fulman Technology, Sudotack, Seeknature, TAKSTAR

What are the Application segmentation covered in the Live Sound Cards for Gaming Market report?

Ans: The Applications covered in the Live Sound Cards for Gaming Market report are Household, Commercial

What are the Type segmentation covered in the Live Sound Cards for Gaming Market report?

Ans: The Types covered in the Live Sound Cards for Gaming Market report are External Sound Card, Internal Sound Card

Recommended Reports

Gaming Audio Equipment

Sound Processing Hardware

Gaming Visual Hardware

1 Live Sound Cards for Gaming Market Overview
1.1 Product Definition
1.2 Live Sound Cards for Gaming by Type
1.2.1 Global Live Sound Cards for Gaming Market Value Growth Rate Analysis by Type: 2024 VS 2031
1.2.2 External Sound Card
1.2.3 Internal Sound Card
1.3 Live Sound Cards for Gaming by Application
1.3.1 Global Live Sound Cards for Gaming Market Value Growth Rate Analysis by Application: 2024 VS 2031
1.3.2 Household
1.3.3 Commercial
1.4 Global Market Growth Prospects
1.4.1 Global Live Sound Cards for Gaming Production Value Estimates and Forecasts (2020-2031)
1.4.2 Global Live Sound Cards for Gaming Production Capacity Estimates and Forecasts (2020-2031)
1.4.3 Global Live Sound Cards for Gaming Production Estimates and Forecasts (2020-2031)
1.4.4 Global Live Sound Cards for Gaming Market Average Price Estimates and Forecasts (2020-2031)
1.5 Assumptions and Limitations
2 Market Competition by Manufacturers
2.1 Global Live Sound Cards for Gaming Production Market Share by Manufacturers (2020-2025)
2.2 Global Live Sound Cards for Gaming Production Value Market Share by Manufacturers (2020-2025)
2.3 Global Key Players of Live Sound Cards for Gaming, Industry Ranking, 2023 VS 2024
2.4 Global Live Sound Cards for Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
2.5 Global Live Sound Cards for Gaming Average Price by Manufacturers (2020-2025)
2.6 Global Key Manufacturers of Live Sound Cards for Gaming, Manufacturing Base Distribution and Headquarters
2.7 Global Key Manufacturers of Live Sound Cards for Gaming, Product Offered and Application
2.8 Global Key Manufacturers of Live Sound Cards for Gaming, Date of Enter into This Industry
2.9 Live Sound Cards for Gaming Market Competitive Situation and Trends
2.9.1 Live Sound Cards for Gaming Market Concentration Rate
2.9.2 Global 5 and 10 Largest Live Sound Cards for Gaming Players Market Share by Revenue
2.10 Mergers & Acquisitions, Expansion
3 Live Sound Cards for Gaming Production by Region
3.1 Global Live Sound Cards for Gaming Production Value Estimates and Forecasts by Region: 2020 VS 2024 VS 2031
3.2 Global Live Sound Cards for Gaming Production Value by Region (2020-2031)
3.2.1 Global Live Sound Cards for Gaming Production Value by Region (2020-2025)
3.2.2 Global Forecasted Production Value of Live Sound Cards for Gaming by Region (2026-2031)
3.3 Global Live Sound Cards for Gaming Production Estimates and Forecasts by Region: 2020 VS 2024 VS 2031
3.4 Global Live Sound Cards for Gaming Production Volume by Region (2020-2031)
3.4.1 Global Live Sound Cards for Gaming Production by Region (2020-2025)
3.4.2 Global Forecasted Production of Live Sound Cards for Gaming by Region (2026-2031)
3.5 Global Live Sound Cards for Gaming Market Price Analysis by Region (2020-2025)
3.6 Global Live Sound Cards for Gaming Production and Value, Year-over-Year Growth
3.6.1 North America Live Sound Cards for Gaming Production Value Estimates and Forecasts (2020-2031)
3.6.2 Europe Live Sound Cards for Gaming Production Value Estimates and Forecasts (2020-2031)
3.6.3 China Live Sound Cards for Gaming Production Value Estimates and Forecasts (2020-2031)
3.6.4 Japan Live Sound Cards for Gaming Production Value Estimates and Forecasts (2020-2031)
3.6.5 Taiwan Live Sound Cards for Gaming Production Value Estimates and Forecasts (2020-2031)
4 Live Sound Cards for Gaming Consumption by Region
4.1 Global Live Sound Cards for Gaming Consumption Estimates and Forecasts by Region: 2020 VS 2024 VS 2031
4.2 Global Live Sound Cards for Gaming Consumption by Region (2020-2031)
4.2.1 Global Live Sound Cards for Gaming Consumption by Region (2020-2025)
4.2.2 Global Live Sound Cards for Gaming Forecasted Consumption by Region (2026-2031)
4.3 North America
4.3.1 North America Live Sound Cards for Gaming Consumption Growth Rate by Country: 2020 VS 2024 VS 2031
4.3.2 North America Live Sound Cards for Gaming Consumption by Country (2020-2031)
4.3.3 U.S.
4.3.4 Canada
4.4 Europe
4.4.1 Europe Live Sound Cards for Gaming Consumption Growth Rate by Country: 2020 VS 2024 VS 2031
4.4.2 Europe Live Sound Cards for Gaming Consumption by Country (2020-2031)
4.4.3 Germany
4.4.4 France
4.4.5 U.K.
4.4.6 Italy
4.4.7 Netherlands
4.5 Asia Pacific
4.5.1 Asia Pacific Live Sound Cards for Gaming Consumption Growth Rate by Region: 2020 VS 2024 VS 2031
4.5.2 Asia Pacific Live Sound Cards for Gaming Consumption by Region (2020-2031)
4.5.3 China
4.5.4 Japan
4.5.5 South Korea
4.5.6 China Taiwan
4.5.7 Southeast Asia
4.5.8 India
4.6 Latin America, Middle East & Africa
4.6.1 Latin America, Middle East & Africa Live Sound Cards for Gaming Consumption Growth Rate by Country: 2020 VS 2024 VS 2031
4.6.2 Latin America, Middle East & Africa Live Sound Cards for Gaming Consumption by Country (2020-2031)
4.6.3 Mexico
4.6.4 Brazil
4.6.5 Israel
5 Segment by Type
5.1 Global Live Sound Cards for Gaming Production by Type (2020-2031)
5.1.1 Global Live Sound Cards for Gaming Production by Type (2020-2025)
5.1.2 Global Live Sound Cards for Gaming Production by Type (2026-2031)
5.1.3 Global Live Sound Cards for Gaming Production Market Share by Type (2020-2031)
5.2 Global Live Sound Cards for Gaming Production Value by Type (2020-2031)
5.2.1 Global Live Sound Cards for Gaming Production Value by Type (2020-2025)
5.2.2 Global Live Sound Cards for Gaming Production Value by Type (2026-2031)
5.2.3 Global Live Sound Cards for Gaming Production Value Market Share by Type (2020-2031)
5.3 Global Live Sound Cards for Gaming Price by Type (2020-2031)
6 Segment by Application
6.1 Global Live Sound Cards for Gaming Production by Application (2020-2031)
6.1.1 Global Live Sound Cards for Gaming Production by Application (2020-2025)
6.1.2 Global Live Sound Cards for Gaming Production by Application (2026-2031)
6.1.3 Global Live Sound Cards for Gaming Production Market Share by Application (2020-2031)
6.2 Global Live Sound Cards for Gaming Production Value by Application (2020-2031)
6.2.1 Global Live Sound Cards for Gaming Production Value by Application (2020-2025)
6.2.2 Global Live Sound Cards for Gaming Production Value by Application (2026-2031)
6.2.3 Global Live Sound Cards for Gaming Production Value Market Share by Application (2020-2031)
6.3 Global Live Sound Cards for Gaming Price by Application (2020-2031)
7 Key Companies Profiled
7.1 HT Omega
7.1.1 HT Omega Live Sound Cards for Gaming Company Information
7.1.2 HT Omega Live Sound Cards for Gaming Product Portfolio
7.1.3 HT Omega Live Sound Cards for Gaming Production, Value, Price and Gross Margin (2020-2025)
7.1.4 HT Omega Main Business and Markets Served
7.1.5 HT Omega Recent Developments/Updates
7.2 Terratec
7.2.1 Terratec Live Sound Cards for Gaming Company Information
7.2.2 Terratec Live Sound Cards for Gaming Product Portfolio
7.2.3 Terratec Live Sound Cards for Gaming Production, Value, Price and Gross Margin (2020-2025)
7.2.4 Terratec Main Business and Markets Served
7.2.5 Terratec Recent Developments/Updates
7.3 Asus
7.3.1 Asus Live Sound Cards for Gaming Company Information
7.3.2 Asus Live Sound Cards for Gaming Product Portfolio
7.3.3 Asus Live Sound Cards for Gaming Production, Value, Price and Gross Margin (2020-2025)
7.3.4 Asus Main Business and Markets Served
7.3.5 Asus Recent Developments/Updates
7.4 Creative Technology
7.4.1 Creative Technology Live Sound Cards for Gaming Company Information
7.4.2 Creative Technology Live Sound Cards for Gaming Product Portfolio
7.4.3 Creative Technology Live Sound Cards for Gaming Production, Value, Price and Gross Margin (2020-2025)
7.4.4 Creative Technology Main Business and Markets Served
7.4.5 Creative Technology Recent Developments/Updates
7.5 Ugreen Group
7.5.1 Ugreen Group Live Sound Cards for Gaming Company Information
7.5.2 Ugreen Group Live Sound Cards for Gaming Product Portfolio
7.5.3 Ugreen Group Live Sound Cards for Gaming Production, Value, Price and Gross Margin (2020-2025)
7.5.4 Ugreen Group Main Business and Markets Served
7.5.5 Ugreen Group Recent Developments/Updates
7.6 Ningbo Fulman Technology
7.6.1 Ningbo Fulman Technology Live Sound Cards for Gaming Company Information
7.6.2 Ningbo Fulman Technology Live Sound Cards for Gaming Product Portfolio
7.6.3 Ningbo Fulman Technology Live Sound Cards for Gaming Production, Value, Price and Gross Margin (2020-2025)
7.6.4 Ningbo Fulman Technology Main Business and Markets Served
7.6.5 Ningbo Fulman Technology Recent Developments/Updates
7.7 Sudotack
7.7.1 Sudotack Live Sound Cards for Gaming Company Information
7.7.2 Sudotack Live Sound Cards for Gaming Product Portfolio
7.7.3 Sudotack Live Sound Cards for Gaming Production, Value, Price and Gross Margin (2020-2025)
7.7.4 Sudotack Main Business and Markets Served
7.7.5 Sudotack Recent Developments/Updates
7.8 Seeknature
7.8.1 Seeknature Live Sound Cards for Gaming Company Information
7.8.2 Seeknature Live Sound Cards for Gaming Product Portfolio
7.8.3 Seeknature Live Sound Cards for Gaming Production, Value, Price and Gross Margin (2020-2025)
7.8.4 Seeknature Main Business and Markets Served
7.8.5 Seeknature Recent Developments/Updates
7.9 TAKSTAR
7.9.1 TAKSTAR Live Sound Cards for Gaming Company Information
7.9.2 TAKSTAR Live Sound Cards for Gaming Product Portfolio
7.9.3 TAKSTAR Live Sound Cards for Gaming Production, Value, Price and Gross Margin (2020-2025)
7.9.4 TAKSTAR Main Business and Markets Served
7.9.5 TAKSTAR Recent Developments/Updates
8 Industry Chain and Sales Channels Analysis
8.1 Live Sound Cards for Gaming Industry Chain Analysis
8.2 Live Sound Cards for Gaming Raw Material Supply Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.3 Live Sound Cards for Gaming Production Mode & Process Analysis
8.4 Live Sound Cards for Gaming Sales and Marketing
8.4.1 Live Sound Cards for Gaming Sales Channels
8.4.2 Live Sound Cards for Gaming Distributors
8.5 Live Sound Cards for Gaming Customer Analysis
9 Live Sound Cards for Gaming Market Dynamics
9.1 Live Sound Cards for Gaming Industry Trends
9.2 Live Sound Cards for Gaming Market Drivers
9.3 Live Sound Cards for Gaming Market Challenges
9.4 Live Sound Cards for Gaming Market Restraints
10 Research Findings and Conclusion
11 Methodology and Data Source
11.1 Methodology/Research Approach
11.1.1 Research Programs/Design
11.1.2 Market Size Estimation
11.1.3 Market Breakdown and Data Triangulation
11.2 Data Source
11.2.1 Secondary Sources
11.2.2 Primary Sources
11.3 Author List
11.4 Disclaimer
List of Tables
 Table 1. Global Live Sound Cards for Gaming Market Value by Type, (US$ Million) & (2024 VS 2031)
 Table 2. Global Live Sound Cards for Gaming Market Value by Application, (US$ Million) & (2024 VS 2031)
 Table 3. Global Live Sound Cards for Gaming Production Capacity (K Units) by Manufacturers in 2024
 Table 4. Global Live Sound Cards for Gaming Production by Manufacturers (2020-2025) & (K Units)
 Table 5. Global Live Sound Cards for Gaming Production Market Share by Manufacturers (2020-2025)
 Table 6. Global Live Sound Cards for Gaming Production Value by Manufacturers (2020-2025) & (US$ Million)
 Table 7. Global Live Sound Cards for Gaming Production Value Share by Manufacturers (2020-2025)
 Table 8. Global Key Players of Live Sound Cards for Gaming, Industry Ranking, 2023 VS 2024
 Table 9. Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Production Value in Live Sound Cards for Gaming as of 2024)
 Table 10. Global Market Live Sound Cards for Gaming Average Price by Manufacturers (US$/Unit) & (2020-2025)
 Table 11. Global Key Manufacturers of Live Sound Cards for Gaming, Manufacturing Base Distribution and Headquarters
 Table 12. Global Key Manufacturers of Live Sound Cards for Gaming, Product Offered and Application
 Table 13. Global Key Manufacturers of Live Sound Cards for Gaming, Date of Enter into This Industry
 Table 14. Global Live Sound Cards for Gaming Manufacturers Market Concentration Ratio (CR5 and HHI)
 Table 15. Mergers & Acquisitions, Expansion Plans
 Table 16. Global Live Sound Cards for Gaming Production Value by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Table 17. Global Live Sound Cards for Gaming Production Value (US$ Million) by Region (2020-2025)
 Table 18. Global Live Sound Cards for Gaming Production Value Market Share by Region (2020-2025)
 Table 19. Global Live Sound Cards for Gaming Production Value (US$ Million) Forecast by Region (2026-2031)
 Table 20. Global Live Sound Cards for Gaming Production Value Market Share Forecast by Region (2026-2031)
 Table 21. Global Live Sound Cards for Gaming Production Comparison by Region: 2020 VS 2024 VS 2031 (K Units)
 Table 22. Global Live Sound Cards for Gaming Production (K Units) by Region (2020-2025)
 Table 23. Global Live Sound Cards for Gaming Production Market Share by Region (2020-2025)
 Table 24. Global Live Sound Cards for Gaming Production (K Units) Forecast by Region (2026-2031)
 Table 25. Global Live Sound Cards for Gaming Production Market Share Forecast by Region (2026-2031)
 Table 26. Global Live Sound Cards for Gaming Market Average Price (US$/Unit) by Region (2020-2025)
 Table 27. Global Live Sound Cards for Gaming Market Average Price (US$/Unit) by Region (2026-2031)
 Table 28. Global Live Sound Cards for Gaming Consumption Growth Rate by Region: 2020 VS 2024 VS 2031 (K Units)
 Table 29. Global Live Sound Cards for Gaming Consumption by Region (2020-2025) & (K Units)
 Table 30. Global Live Sound Cards for Gaming Consumption Market Share by Region (2020-2025)
 Table 31. Global Live Sound Cards for Gaming Forecasted Consumption by Region (2026-2031) & (K Units)
 Table 32. Global Live Sound Cards for Gaming Forecasted Consumption Market Share by Region (2026-2031)
 Table 33. North America Live Sound Cards for Gaming Consumption Growth Rate by Country: 2020 VS 2024 VS 2031 (K Units)
 Table 34. North America Live Sound Cards for Gaming Consumption by Country (2020-2025) & (K Units)
 Table 35. North America Live Sound Cards for Gaming Consumption by Country (2026-2031) & (K Units)
 Table 36. Europe Live Sound Cards for Gaming Consumption Growth Rate by Country: 2020 VS 2024 VS 2031 (K Units)
 Table 37. Europe Live Sound Cards for Gaming Consumption by Country (2020-2025) & (K Units)
 Table 38. Europe Live Sound Cards for Gaming Consumption by Country (2026-2031) & (K Units)
 Table 39. Asia Pacific Live Sound Cards for Gaming Consumption Growth Rate by Region: 2020 VS 2024 VS 2031 (K Units)
 Table 40. Asia Pacific Live Sound Cards for Gaming Consumption by Region (2020-2025) & (K Units)
 Table 41. Asia Pacific Live Sound Cards for Gaming Consumption by Region (2026-2031) & (K Units)
 Table 42. Latin America, Middle East & Africa Live Sound Cards for Gaming Consumption Growth Rate by Country: 2020 VS 2024 VS 2031 (K Units)
 Table 43. Latin America, Middle East & Africa Live Sound Cards for Gaming Consumption by Country (2020-2025) & (K Units)
 Table 44. Latin America, Middle East & Africa Live Sound Cards for Gaming Consumption by Country (2026-2031) & (K Units)
 Table 45. Global Live Sound Cards for Gaming Production (K Units) by Type (2020-2025)
 Table 46. Global Live Sound Cards for Gaming Production (K Units) by Type (2026-2031)
 Table 47. Global Live Sound Cards for Gaming Production Market Share by Type (2020-2025)
 Table 48. Global Live Sound Cards for Gaming Production Market Share by Type (2026-2031)
 Table 49. Global Live Sound Cards for Gaming Production Value (US$ Million) by Type (2020-2025)
 Table 50. Global Live Sound Cards for Gaming Production Value (US$ Million) by Type (2026-2031)
 Table 51. Global Live Sound Cards for Gaming Production Value Market Share by Type (2020-2025)
 Table 52. Global Live Sound Cards for Gaming Production Value Market Share by Type (2026-2031)
 Table 53. Global Live Sound Cards for Gaming Price (US$/Unit) by Type (2020-2025)
 Table 54. Global Live Sound Cards for Gaming Price (US$/Unit) by Type (2026-2031)
 Table 55. Global Live Sound Cards for Gaming Production (K Units) by Application (2020-2025)
 Table 56. Global Live Sound Cards for Gaming Production (K Units) by Application (2026-2031)
 Table 57. Global Live Sound Cards for Gaming Production Market Share by Application (2020-2025)
 Table 58. Global Live Sound Cards for Gaming Production Market Share by Application (2026-2031)
 Table 59. Global Live Sound Cards for Gaming Production Value (US$ Million) by Application (2020-2025)
 Table 60. Global Live Sound Cards for Gaming Production Value (US$ Million) by Application (2026-2031)
 Table 61. Global Live Sound Cards for Gaming Production Value Market Share by Application (2020-2025)
 Table 62. Global Live Sound Cards for Gaming Production Value Market Share by Application (2026-2031)
 Table 63. Global Live Sound Cards for Gaming Price (US$/Unit) by Application (2020-2025)
 Table 64. Global Live Sound Cards for Gaming Price (US$/Unit) by Application (2026-2031)
 Table 65. HT Omega Live Sound Cards for Gaming Company Information
 Table 66. HT Omega Live Sound Cards for Gaming Specification and Application
 Table 67. HT Omega Live Sound Cards for Gaming Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 68. HT Omega Main Business and Markets Served
 Table 69. HT Omega Recent Developments/Updates
 Table 70. Terratec Live Sound Cards for Gaming Company Information
 Table 71. Terratec Live Sound Cards for Gaming Specification and Application
 Table 72. Terratec Live Sound Cards for Gaming Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 73. Terratec Main Business and Markets Served
 Table 74. Terratec Recent Developments/Updates
 Table 75. Asus Live Sound Cards for Gaming Company Information
 Table 76. Asus Live Sound Cards for Gaming Specification and Application
 Table 77. Asus Live Sound Cards for Gaming Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 78. Asus Main Business and Markets Served
 Table 79. Asus Recent Developments/Updates
 Table 80. Creative Technology Live Sound Cards for Gaming Company Information
 Table 81. Creative Technology Live Sound Cards for Gaming Specification and Application
 Table 82. Creative Technology Live Sound Cards for Gaming Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 83. Creative Technology Main Business and Markets Served
 Table 84. Creative Technology Recent Developments/Updates
 Table 85. Ugreen Group Live Sound Cards for Gaming Company Information
 Table 86. Ugreen Group Live Sound Cards for Gaming Specification and Application
 Table 87. Ugreen Group Live Sound Cards for Gaming Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 88. Ugreen Group Main Business and Markets Served
 Table 89. Ugreen Group Recent Developments/Updates
 Table 90. Ningbo Fulman Technology Live Sound Cards for Gaming Company Information
 Table 91. Ningbo Fulman Technology Live Sound Cards for Gaming Specification and Application
 Table 92. Ningbo Fulman Technology Live Sound Cards for Gaming Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 93. Ningbo Fulman Technology Main Business and Markets Served
 Table 94. Ningbo Fulman Technology Recent Developments/Updates
 Table 95. Sudotack Live Sound Cards for Gaming Company Information
 Table 96. Sudotack Live Sound Cards for Gaming Specification and Application
 Table 97. Sudotack Live Sound Cards for Gaming Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 98. Sudotack Main Business and Markets Served
 Table 99. Sudotack Recent Developments/Updates
 Table 100. Seeknature Live Sound Cards for Gaming Company Information
 Table 101. Seeknature Live Sound Cards for Gaming Specification and Application
 Table 102. Seeknature Live Sound Cards for Gaming Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 103. Seeknature Main Business and Markets Served
 Table 104. Seeknature Recent Developments/Updates
 Table 105. TAKSTAR Live Sound Cards for Gaming Company Information
 Table 106. TAKSTAR Live Sound Cards for Gaming Specification and Application
 Table 107. TAKSTAR Live Sound Cards for Gaming Production (K Units), Value (US$ Million), Price (US$/Unit) and Gross Margin (2020-2025)
 Table 108. TAKSTAR Main Business and Markets Served
 Table 109. TAKSTAR Recent Developments/Updates
 Table 110. Key Raw Materials Lists
 Table 111. Raw Materials Key Suppliers Lists
 Table 112. Live Sound Cards for Gaming Distributors List
 Table 113. Live Sound Cards for Gaming Customers List
 Table 114. Live Sound Cards for Gaming Market Trends
 Table 115. Live Sound Cards for Gaming Market Drivers
 Table 116. Live Sound Cards for Gaming Market Challenges
 Table 117. Live Sound Cards for Gaming Market Restraints
 Table 118. Research Programs/Design for This Report
 Table 119. Key Data Information from Secondary Sources
 Table 120. Key Data Information from Primary Sources
 Table 121. Authors List of This Report


List of Figures
 Figure 1. Product Picture of Live Sound Cards for Gaming
 Figure 2. Global Live Sound Cards for Gaming Market Value by Type, (US$ Million) & (2020-2031)
 Figure 3. Global Live Sound Cards for Gaming Market Share by Type: 2024 VS 2031
 Figure 4. External Sound Card Product Picture
 Figure 5. Internal Sound Card Product Picture
 Figure 6. Global Live Sound Cards for Gaming Market Value by Application, (US$ Million) & (2020-2031)
 Figure 7. Global Live Sound Cards for Gaming Market Share by Application: 2024 VS 2031
 Figure 8. Household
 Figure 9. Commercial
 Figure 10. Global Live Sound Cards for Gaming Production Value (US$ Million), 2020 VS 2024 VS 2031
 Figure 11. Global Live Sound Cards for Gaming Production Value (US$ Million) & (2020-2031)
 Figure 12. Global Live Sound Cards for Gaming Production Capacity (K Units) & (2020-2031)
 Figure 13. Global Live Sound Cards for Gaming Production (K Units) & (2020-2031)
 Figure 14. Global Live Sound Cards for Gaming Average Price (US$/Unit) & (2020-2031)
 Figure 15. Live Sound Cards for Gaming Report Years Considered
 Figure 16. Live Sound Cards for Gaming Production Share by Manufacturers in 2024
 Figure 17. Global Live Sound Cards for Gaming Production Value Share by Manufacturers (2024)
 Figure 18. Live Sound Cards for Gaming Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
 Figure 19. The Global 5 and 10 Largest Players: Market Share by Live Sound Cards for Gaming Revenue in 2024
 Figure 20. Global Live Sound Cards for Gaming Production Value by Region: 2020 VS 2024 VS 2031 (US$ Million)
 Figure 21. Global Live Sound Cards for Gaming Production Value Market Share by Region: 2020 VS 2024 VS 2031
 Figure 22. Global Live Sound Cards for Gaming Production Comparison by Region: 2020 VS 2024 VS 2031 (K Units)
 Figure 23. Global Live Sound Cards for Gaming Production Market Share by Region: 2020 VS 2024 VS 2031
 Figure 24. North America Live Sound Cards for Gaming Production Value (US$ Million) Growth Rate (2020-2031)
 Figure 25. Europe Live Sound Cards for Gaming Production Value (US$ Million) Growth Rate (2020-2031)
 Figure 26. China Live Sound Cards for Gaming Production Value (US$ Million) Growth Rate (2020-2031)
 Figure 27. Japan Live Sound Cards for Gaming Production Value (US$ Million) Growth Rate (2020-2031)
 Figure 28. Taiwan Live Sound Cards for Gaming Production Value (US$ Million) Growth Rate (2020-2031)
 Figure 29. Global Live Sound Cards for Gaming Consumption by Region: 2020 VS 2024 VS 2031 (K Units)
 Figure 30. Global Live Sound Cards for Gaming Consumption Market Share by Region: 2020 VS 2024 VS 2031
 Figure 31. North America Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 32. North America Live Sound Cards for Gaming Consumption Market Share by Country (2020-2031)
 Figure 33. U.S. Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 34. Canada Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 35. Europe Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 36. Europe Live Sound Cards for Gaming Consumption Market Share by Country (2020-2031)
 Figure 37. Germany Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 38. France Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 39. U.K. Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 40. Italy Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 41. Netherlands Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 42. Asia Pacific Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 43. Asia Pacific Live Sound Cards for Gaming Consumption Market Share by Region (2020-2031)
 Figure 44. China Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 45. Japan Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 46. South Korea Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 47. China Taiwan Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 48. Southeast Asia Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 49. India Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 50. Latin America, Middle East & Africa Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 51. Latin America, Middle East & Africa Live Sound Cards for Gaming Consumption Market Share by Country (2020-2031)
 Figure 52. Mexico Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 53. Brazil Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 54. Israel Live Sound Cards for Gaming Consumption and Growth Rate (2020-2031) & (K Units)
 Figure 55. Global Production Market Share of Live Sound Cards for Gaming by Type (2020-2031)
 Figure 56. Global Production Value Market Share of Live Sound Cards for Gaming by Type (2020-2031)
 Figure 57. Global Live Sound Cards for Gaming Price (US$/Unit) by Type (2020-2031)
 Figure 58. Global Production Market Share of Live Sound Cards for Gaming by Application (2020-2031)
 Figure 59. Global Production Value Market Share of Live Sound Cards for Gaming by Application (2020-2031)
 Figure 60. Global Live Sound Cards for Gaming Price (US$/Unit) by Application (2020-2031)
 Figure 61. Live Sound Cards for Gaming Value Chain
 Figure 62. Channels of Distribution (Direct Vs Distribution)
 Figure 63. Bottom-up and Top-down Approaches for This Report
 Figure 64. Data Triangulation
SELECT A FORMAT
Added to Cart
Electronic (PDF)

$2900

This license allows only one user to access the PDF.
Electronic (PDF)

$4350

This license allows 1 - 5 user to access the PDF, license is suitable for small groups of 5 users working together
Electronic (PDF)

$5800

This license allows users/teams in a same Enterprise to use this report, various departments within an enterpise can use this report
Add to Cart
Buy Now (15% Discount)

OUR CUSTOMER

SIS Group of Schools

RELATED REPORTS

Global Big Data Spending in Healthcare Market Research Report 2025

120 Pages
Type: Report
Code: QYRE-Auto-5E6179
Fri Sep 12 00:00:00 UTC 2025

Add to Cart

Global BYOD Market Research Report 2025

120 Pages
Type: Report
Code: QYRE-Auto-11T6229
Fri Sep 12 00:00:00 UTC 2025

Add to Cart

Global Translation Management Software Market Research Report 2025

120 Pages
Type: Report
Code: QYRE-Auto-36Z5964
Fri Sep 12 00:00:00 UTC 2025

Add to Cart

Global Archiving Software Market Research Report 2025

120 Pages
Type: Report
Code: QYRE-Auto-11S6221
Fri Sep 12 00:00:00 UTC 2025

Add to Cart