# Turtle Beach Corp (TBCH)

Informational only - not investment advice.

CIK: 0001493761
SIC: 3669 Communications Equipment, NEC
SIC breadcrumb: [Manufacturing](/division/D/) > [Electronic And Other Electrical Equipment And Components, Except Computer Equipment](/major-group/36/) > [SIC 3669 Communications Equipment, NEC](/industry/3669/)
Latest 10-K filed: 2026-03-12
SEC page: https://www.sec.gov/edgar/browse/?CIK=1493761
Filing source: https://www.sec.gov/Archives/edgar/data/1493761/000119312526104436/tbch-20251231.htm

## At a glance

FY2025 · period end 2025-12-31 · filed 2026-03-12 · accession 0001193125-26-104436 · source: https://data.sec.gov/api/xbrl/companyfacts/CIK0001493761.json

| Metric | Value | FY | Provenance |
| --- | ---: | ---: | --- |
| Revenue | 319,914,000 USD | 2025 | verified |
| Net income | 15,731,000 USD | 2025 | verified |
| Assets | 269,054,000 USD | 2025 | verified |
| Free cash flow | 34,039,000 USD | 2025 | computed |
| Net margin | 4.92% | 2025 | computed |
| Operating margin | 8.60% | 2025 | computed |
| Revenue YoY | -14.18% | 2025 | computed |
| ROE | 12.24% | 2025 | computed |

Computed values are grepcent-computed from the verified facts above and may differ from ratios the company itself reports. Free cash flow = operating cash flow − capital expenditures. Net margin = net income ÷ revenue. Operating margin = operating income ÷ revenue. Revenue YoY = FY2025 revenue ÷ FY2024 revenue − 1 (consecutive fiscal years only). ROE = net income ÷ period-end stockholders' equity.

No market price, no rating, no forecast on this site. Not investment advice.

### Peer percentile fingerprint

| Ratio | TBCH | Peer median | Percentile | N |
| --- | ---: | ---: | ---: | ---: |
| Net margin | 4.9% | 4.4% | 52 | 135 |
| Operating margin | 8.6% | 4.4% | 59 | 128 |
| Revenue growth | -14.2% | 10.2% | 5 | 142 |
| FCF margin | 10.6% | 8.0% | 58 | 138 |
| ROE | 12.2% | 5.4% | 65 | 136 |
| ROA | 5.8% | 2.7% | 65 | 143 |
| Liabilities / equity | 1.09 | 0.81 | 62 | 138 |
| Current ratio | 1.98 | 2.59 | 26 | 144 |

Percentile = share of the N covered peers reporting that ratio whose value is lower (ties counted half); computed among grepcent-covered companies in SIC major-group 36 Electronic And Other Electrical Equipment And Components, Except Computer Equipment, not the whole market. A higher percentile means a higher value of the ratio, not a better company. Ratios with fewer than 8 reporting peers are omitted. Latest reported values per company; fiscal periods may differ. Descriptive arithmetic - not a score, rating, or ranking.

## Selected Fundamentals
| Metric | Value | Unit | FY | Filed |
| --- | ---: | --- | ---: | --- |
| Revenue | 319914000 | USD | 2025 | 2026-03-12 |
| Net income | 15731000 | USD | 2025 | 2026-03-12 |
| Assets | 269054000 | USD | 2025 | 2026-03-12 |

## Financials

Annual standardized facts from SEC companyfacts as of latest extracted filing date 2026-03-12. Source: https://data.sec.gov/api/xbrl/companyfacts/CIK0001493761.json. Derived margins, ratios, and free cash flow are computed from the extracted annual SEC facts.

| Metric | 2016 | 2017 | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 | 2025 |
| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: |
| Revenue |  | 149,135,000 | 287,437,000 | 234,663,000 | 360,093,000 | 366,354,000 | 240,166,000 | 258,122,000 | 372,766,000 | 319,914,000 |
| Net income | -87,182,000 | -3,248,000 | 39,190,000 | 17,944,000 | 38,746,000 | 17,721,000 | -59,546,000 | -17,679,000 | 16,183,000 | 15,731,000 |
| Operating income | -77,701,000 | 4,798,000 | 54,041,000 | 10,427,000 | 49,167,000 | 20,431,000 | -51,480,000 | -16,443,000 | 20,029,000 | 27,518,000 |
| Gross profit | 42,610,000 | 51,003,000 | 108,699,000 | 78,713,000 | 133,788,000 | 128,383,000 | 49,187,000 | 75,504,000 | 128,982,000 | 119,283,000 |
| Diluted EPS | -7.18 | -0.26 | 2.74 | 1.04 | 2.37 | 0.97 | -3.62 | -1.03 | 0.78 | 0.77 |
| Operating cash flow | -1,830,000 | 3,418,000 | 42,249,000 | 39,374,000 | 51,049,000 | -327,000 | -41,846,000 | 27,044,000 | 5,761,000 | 35,458,000 |
| Capital expenditures | 3,229,000 | 4,411,000 | 5,079,000 | 1,912,000 | 5,663,000 | 5,621,000 | 3,549,000 | 2,159,000 | 4,914,000 | 1,419,000 |
| Share buybacks | 0.00 | 0.00 | 246,000 | 2,525,000 |  | 4,882,000 |  | 974,000 | 27,778,000 | 18,965,000 |
| Assets | 94,800,000 | 94,251,000 | 121,920,000 | 131,351,000 | 203,453,000 | 230,505,000 | 163,387,000 | 149,967,000 | 298,861,000 | 269,054,000 |
| Liabilities | 115,496,000 | 116,408,000 | 84,424,000 | 67,964,000 | 87,054,000 | 89,136,000 | 74,446,000 | 64,890,000 | 178,257,000 | 140,556,000 |
| Stockholders' equity | -20,696,000 | -22,157,000 | 37,496,000 | 63,387,000 | 116,399,000 | 141,369,000 | 88,941,000 | 85,077,000 | 120,604,000 | 128,498,000 |
| Cash and cash equivalents | 6,183,000 | 5,247,000 | 7,078,000 | 8,249,000 | 46,681,000 | 37,720,000 | 11,396,000 | 18,726,000 | 12,995,000 | 16,963,000 |
| Free cash flow | -5,059,000 | -993,000 | 37,170,000 | 37,462,000 | 45,386,000 | -5,948,000 | -45,395,000 | 24,885,000 | 847,000 | 34,039,000 |

### Ratios

ROE and ROA use period-end equity/assets. Liabilities / equity uses total liabilities divided by stockholders' equity. Current ratio uses current assets divided by current liabilities when both are reported.

| Metric | 2016 | 2017 | 2018 | 2019 | 2020 | 2021 | 2022 | 2023 | 2024 | 2025 |
| --- | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: | ---: |
| Net margin |  | -2.18% | 13.63% | 7.65% | 10.76% | 4.84% | -24.79% | -6.85% | 4.34% | 4.92% |
| Operating margin |  | 3.22% | 18.80% | 4.44% | 13.65% | 5.58% | -21.44% | -6.37% | 5.37% | 8.60% |
| Return on equity |  |  | 104.52% | 28.31% | 33.29% | 12.54% | -66.95% | -20.78% | 13.42% | 12.24% |
| Return on assets | -91.96% | -3.45% | 32.14% | 13.66% | 19.04% | 7.69% | -36.44% | -11.79% | 5.41% | 5.85% |
| Liabilities / equity |  |  | 2.25 | 1.07 | 0.75 | 0.63 | 0.84 | 0.76 | 1.48 | 1.09 |
| Current ratio | 1.30 | 1.28 | 1.55 | 1.59 | 2.16 | 2.47 | 2.10 | 2.22 | 1.52 | 1.98 |

## As-reported value updates

No tracked differences above grepcent's stated thresholds and capped precision rule were found between the earliest XBRL-filed value and the value currently on file for the standardized annual metrics grepcent tracks.


## Quarterly

Quarterly standardized facts from SEC companyfacts as of latest extracted filing date 2026-08-06. Source: https://data.sec.gov/api/xbrl/companyfacts/CIK0001493761.json.

Flow metrics use discrete quarter-length periods from 10-Q/10-Q/A filings. Q4 revenue and net income are derived only when annual FY and nine-month YTD facts exist for the same fiscal year; derived Q4 values are labeled. EPS Q4 is not derived.

| Quarter | End date | Revenue | Net income | Diluted EPS | Method |
| --- | --- | ---: | ---: | ---: | --- |
| 2022-Q3 | 2022-09-30 |  |  | -0.73 | reported discrete quarter |
| 2023-Q1 | 2023-03-31 |  |  | -0.40 | reported discrete quarter |
| 2023-Q2 | 2023-06-30 |  |  | -0.93 | reported discrete quarter |
| 2023-Q3 | 2023-06-30 |  | -15,920,000 |  | reported discrete quarter |
| 2023-Q3 | 2023-09-30 | 59,158,000 |  | -0.21 | reported discrete quarter |
| 2023-Q4 | 2023-12-31 | 99,538,000 | 8,552,000 |  | derived Q4 = FY annual - nine-month YTD |
| 2024-Q1 | 2024-03-31 | 55,848,000 | 155,000 | 0.01 | reported discrete quarter |
| 2024-Q2 | 2024-03-31 |  | 155,000 |  | reported discrete quarter |
| 2024-Q2 | 2024-06-30 | 76,478,000 |  | -0.35 | reported discrete quarter |
| 2024-Q3 | 2024-06-30 |  | -7,524,000 |  | reported discrete quarter |
| 2024-Q3 | 2024-09-30 | 94,363,000 |  | 0.16 | reported discrete quarter |
| 2024-Q4 | 2024-12-31 | 146,077,000 | 20,139,000 |  | derived Q4 = FY annual - nine-month YTD |
| 2025-Q1 | 2025-03-31 | 63,901,000 | -664,000 | -0.03 | reported discrete quarter |
| 2025-Q2 | 2025-03-31 |  | -664,000 |  | reported discrete quarter |
| 2025-Q2 | 2025-06-30 | 56,777,000 |  | -0.14 | reported discrete quarter |
| 2025-Q3 | 2025-06-30 | 80,457,000 | -2,931,000 |  | reported discrete quarter |
| 2025-Q3 | 2025-09-30 |  |  | 0.08 | reported discrete quarter |
| 2025-Q4 | 2025-12-31 | 118,779,000 | 17,609,000 |  | derived Q4 = FY annual - nine-month YTD |
| 2026-Q1 | 2026-03-31 | 42,172,000 | -15,206,000 | -0.78 | reported discrete quarter |
| 2026-Q2 | 2026-03-31 |  | -15,206,000 |  | reported discrete quarter |
| 2026-Q2 | 2026-06-30 | 56,365,000 |  | -0.38 | reported discrete quarter |

## Filed narrative (10-K & 10-Q)

## Business

Verbatim Item 1 Business section from TBCH's latest 10-K: [/company/TBCH/business/](/company/TBCH/business/).

## Risk Factors

Verbatim Item 1A Risk Factors from TBCH's latest 10-K: [/company/TBCH/risk-factors/](/company/TBCH/risk-factors/).

## Latest quarter (10-Q)

Latest 10-Q source: https://www.sec.gov/Archives/edgar/data/1493761/000119312526338384/tbch-20260630.htm

Extracted structurally from real Item 2 body heading to real Item 3/4 boundary. Published MD&A gate trimmed front/tail over-capture.
Confidence: high
Filing date: 2026-08-06
Report date: 2026-06-30

Item 2. Management's Discussion and Analysis of Financial Condition and Results of Operations

The following discussion and analysis of our operations and financial condition of Turtle Beach Corporation ("we," "us," "our," the "Company," "Turtle Beach") should be read together with our unaudited condensed consolidated financial statements and the related notes included in Part I of this Quarterly Report on Form 10-Q and with our audited consolidated financial statements and the related notes included in our Annual Report on Form 10-K filed with the Securities and Exchange Commission on March 12, 2026 (the “Annual Report.”)

This Quarterly Report on Form 10-Q contains forward-looking statements made pursuant to the safe harbor provisions of the Private Securities Litigation Reform Act of 1995. Forward-looking statements in this report are indicated by words such as “anticipates,” “expects,” “believes,” “intends,” “plans,” “estimates,” “projects,” “strategies” and similar expressions or negatives thereof. Caution should be taken not to place undue reliance on any such forward-looking statements because they involve risks, uncertainties and other factors that could cause actual results to differ materially from those expressed or implied in, or reasonably inferred from, such statements. Forward-looking statements are based on the beliefs, as well as assumptions made by, and information currently available to, the Company's management and are made only as of the date hereof. The Company undertakes no obligation to update or revise the forward-looking statements, whether as a result of new information, future events or otherwise, except as required by the federal securities laws. In addition, forward-looking statements are subject to certain risks and uncertainties, including those described elsewhere in this Quarterly Report on Form 10-Q that could cause actual results to differ materially from the Company's historical experience and its present expectations or projections.

Overview

We are a premier audio and gaming technology company with expertise and experience in developing, commercializing, and marketing innovative products across a range of large addressable markets under our brand, Turtle Beach. The Turtle Beach® brand is a market share leader in console gaming headsets for over 16 years running with a vast portfolio of headsets designed to be multiplatform compatible with the latest Xbox, PlayStation, and Nintendo consoles, as well as for PCs and mobile and tablet devices. Our PC product portfolio includes PC gaming headsets, keyboards, mice, microphones and other PC gaming peripherals and in 2021 we expanded our brand beyond gaming headsets and launched our gaming controller product line, as well as, flight simulation and racing simulation accessories. In 2024, we acquired PDP, another leading gaming accessory brand with a robust slate of products, including gaming controllers for all major platforms and licensing deals with popular gaming and entertainment properties. We are headquartered in San Diego, California, and were incorporated in the State of Nevada in 2010.

Business Trends

We operate in a nearly $200.0 billion global games and accessories market, according to Newzoo Peripheral Market Forecast. The global gaming audience now exceeds global cinema and music markets with over 3.5 billion active gamers worldwide. Gaming peripherals, such as headsets, controllers, keyboards, mice, microphones, and flight and racing simulation controls are estimated to be an $11.2 billion business globally.

The console and PC gaming accessory markets are also driven by major game launches and long-running franchises that encourage players to continually buy equipment and accessories. On Xbox, PlayStation, Nintendo Switch, and PC, flagship games like Call of Duty, Destiny, Star Wars: Battlefront, Grand Theft Auto, Battlefield, and battle royale games like Fortnite, Call of Duty Warzone, Apex Legends, and PlayerUnknown’s Battlegrounds, are examples of major franchises that prominently feature online multiplayer modes that promote player-to-player communication and drive increased demand for gaming headsets, controllers, and more. Many of these established franchises launch new titles annually, leading into the holidays and beyond, and as a result can cause an additional boost to the normally strong holiday sales for gaming accessories.

Additionally, some larger franchise games, for example Call of Duty and Fortnite, follow-up with multiple post-launch downloadable content or new content update packs, to keep interest and fan engagement/momentum going for months following a game’s initial release. Many gamers play online where a gaming headset, which includes a microphone, is required because it allows players to communicate with each other in real-time, provides a more immersive experience, and delivers a competitive advantage.

Further, June 2025 saw the launch of the highly anticipated Nintendo Switch 2 game system in the U.S., which debuted as the fastest-selling video game console launch of all time, with the largest launch month sales for any new gaming platform.

Tariffs Update

Beginning in 2025, the U.S. implemented a broad-based tariff framework applicable to most imports, with higher country- and product-specific rates imposed on certain trading partners, including Mexico, Germany, and China, among others. Certain foreign jurisdictions also announced reciprocal measures. In February 2026, the U.S. Supreme Court held that the International Emergency Economic Powers Act (“IEEPA”) did

21

not authorize the President to impose the challenged tariffs. Following the Supreme Court’s decision and related proceedings, the U.S. Court of International Trade issued orders establishing processes and procedures affecting potential refunds of IEEPA-related duties.

During the three months ended June 30, 2026, we received tariff refunds totaling $8.2 million from the CBP related to previously paid import duties, all of which were recorded as an increase to cash. Of the total amount received, $4.3 million related to tariffs recognized in cost of revenue during the prior fiscal year. Because our right to the refund was established and the refund was received during the current quarter, the amount was recognized as a reduction of cost of goods revenue during the three months ended June 30, 2026. An additional $3.6 million related to tariffs previously capitalized as a component of inventory and was recognized as a reduction to inventory. The remaining amount, representing statutory interest on the refunded duties of $0.3 million, was recognized in Other expense (income), net in the accompanying condensed consolidated statements of operations.

Various modifications to U.S. tariff policy have been announced since the Supreme Court’s decision, and newly imposed tariffs may affect the Company’s future cost of inventory and operating results. Although the impact to the Company of ongoing changes in U.S. and international tariff policy remains uncertain, the Company continues to evaluate the extent of its exposure and actions available to mitigate any impacts.

Results of Operations

The following table sets forth the Company’s statements of operations for the periods presented (in thousands):

[[GREPCENT_TABLE]]
[["","","Three Months Ended","","","Six Months Ended"],["","","June 30,","","","June 30,"],["","","2026","","","2025","","","2026","","","2025"],["Net revenue","","$","56,365","","","$","56,777","","","$","98,537","","","$","120,678"],["Cost of revenue","","","34,502","","","","38,515","","","","65,380","","","","79,049"],["Gross profit","","","21,863","","","","18,262","","","","33,157","","","","41,629"],["Operating expenses","","","24,914","","","","18,591","","","","50,269","","","","40,422"],["Operating (loss) income","","","(3,051",")","","","(329",")","","","(17,112",")","","","1,207"],["Interest expense, net","","","3,666","","","","2,049","","","","5,035","","","","4,055"],["Other expense (income), net","","","73","","","","799","","","","(28",")","","","1,102"],["Loss before income tax","","","(6,790",")","","","(3,177",")","","","(22,119",")","","","(3,950",")"],["Income tax expense (benefit)","","","521","","","","(246",")","","","398","","","","(355",")"],["Net loss","","$","(7,311",")","","$","(2,931",")","","$","(22,517",")","","$","(3,595",")"]]
[[/GREPCENT_TABLE]]

Net Revenue and Gross Profit

The following table summarizes net revenue and gross profit for the periods presented (in thousands):

[[GREPCENT_TABLE]]
[["","","Three Months Ended","","","Six Months Ended"],["","","June 30,","","","June 30,"],["","","2026","","","2025","","","2026","","","2025"],["Net Revenue","","$","56,365","","","$","56,777","","","$","98,537","","","$","120,678"],["Gross Profit","","$","21,863","","","$","18,262","","","$","33,157","","","$","41,629"],["Gross Margin","","","38.8","%","","","32.2","%","","","33.6","%","","","34.5","%"]]
[[/GREPCENT_TABLE]]

Comparison of the Three Months Ended June 30, 2026 to the Three Months Ended June 30, 2025

Net revenue for the three months ended June 30, 2026 was $56.4 million, a $0.4 million or 0.7% decrease from $56.8 million for the three months ended June 30, 2025. The decrease was primarily attributable to softer market demand for gaming accessories, which was driven in part by macroeconomic challenges affecting consumer spending.

For the three months ended June 30, 2026, gross margin increased to 38.8% from 32.2% in the comparable prior year period. The increase was primarily due to a $4.3 million reduction to cost of revenue related to a tariff refund recognized during the three months ended June 30, 2026, of which $3.1 million related to cost of revenue recognized in 2025. This benefit was partially offset by higher product costs and the effect of product mix compared with the prior three-month period.

22

Comparison of the Six Months Ended June 30, 2026 to the Six Months Ended June 30, 2025

Net revenue for the six months ended June 30, 2026 was $98.5 million, a decrease of $22.2 million, or 18.4%, from $120.7 million. The decrease was primarily attributable to softer market demand for gaming accessories, which was driven in part by macroeconomic challenges affecting consumer spending.

For the six months ended June 30, 2026, gross margin slightly decreased to 33.6% from 34.5% in the comparable prior year period. Gross profit for the six months ended June 30, 2026 included a $4.3 million reduction to cost of revenue related to the tariff refund received during the period, of which $3.1 million related to cost of revenue recognized in 2025. The year-over-year decrease in gross margin was primarily due to higher costs from certain product mix and transition-related costs associated with the relocation of the Company’s principal third-party logistics provider, partially offset by the tariff refund benefit.

Operating Expenses

[[GREPCENT_TABLE]]
[["","","Three Months Ended","","","Six Months Ended"],["","","June 30,","","","June 30,"],["","","2026","","","2025","","","2026","","","2025"],["(in thousands)"],["Selling and marketing","","$","14,700","","","$","12,731","","","$","26,960","","","$","25,184"],["Research and development","","","4,813","","","","4,471","","","","9,387","","","","8,464"],["General and administrative","","","5,401","","","","7,354","","","","13,922","","","","15,570"],["Subtotal operating expenses","","","24,914","","","","24,556","","","","50,269","","","","49,218"],["Insurance recovery","","","\u2014","","","","(5,965",")","","","\u2014","","","","(9,404",")"],["Acquisition-related cost","","","\u2014","","","","\u2014","","","","\u2014","","","","608"],["Total operating expenses","","$","24,914","","","$","18,591","","","$","50,269","","","$","40,422"]]
[[/GREPCENT_TABLE]]

Selling and Marketing

Selling and marketing expenses increased by $2.0 million, or 15.5% for the three months ended June 30, 2026 as

[Excerpt truncated for page length; source filing is linked above.]

## Latest 10-K MD&A (excerpt)

Latest 10-K Item 7 source: https://www.sec.gov/Archives/edgar/data/1493761/000119312526104436/tbch-20251231.htm
Complete FY 2025 MD&A: /company/TBCH/mda/fy2025/

Extracted structurally from real Item 7 body heading to real Item 7A/8 boundary.
Confidence: high
Filing date: 2026-03-12
Report date: 2025-12-31

Item 7 - Management’s Discussion and Analysis of Financial Condition and Results of Operations

The following discussion should be read in conjunction with our consolidated financial statements and the notes thereto. This discussion summarizes the significant factors affecting our results of operations and the financial condition of our business during each of the fiscal years in the three-year period ended December 31, 2025.

Overview

We are a premier audio and gaming technology company with expertise and experience in developing, commercializing, and marketing innovative products across a range of large addressable markets under our brand, Turtle Beach. The Turtle Beach® brand is a market share leader in console gaming headsets for over 16 years running with a vast portfolio of headsets designed to be multiplatform compatible with the latest Xbox, PlayStation, and Nintendo consoles, as well as for PCs and mobile and tablet devices. Our PC product portfolio includes PC gaming headsets, keyboards, mice, microphones and other PC gaming peripherals and in 2021 it expanded its brand beyond gaming headsets and launched its gaming controller product line, as well as, flight simulation and racing simulation accessories. In 2024, we acquired PDP, another leading gaming accessory brand with a robust slate of products, including gaming controllers for all major platforms and licensing deals with popular gaming and entertainment properties. We are headquartered in San Diego, California, and incorporated in the state of Nevada in 2010.

Business Trends

Console Headset Market

In 2025, we were the leading gaming headset manufacturer in the U.S. and other major console markets. We have achieved these global market shares by delivering high-quality products that often include first-to-market innovations, robust features, superior sound, unmatched comfort, and top customer support – all key factors that consumers seek when shopping for a gaming headset.

The global market for console and PC gaming headsets is estimated to be approximately $2.9 billion, according to external market data and internal estimates, reflecting continued growth driven by increasing online multiplayer engagement, content creation, and improvements in technology. PlayStation and Xbox consoles remain among the most significant platforms supporting gaming headset usage, as console-focused headsets continue to integrate features such as wireless connectivity and surround sound optimized for these systems. Consistent with a historical pattern of major new console cycles of roughly seven to eight years, Microsoft and Sony launched their latest consoles, Xbox Series X|S and PlayStation 5, ahead of the 2020 holiday season, and these platforms have sustained an active installed base through 2025. In late 2024, Sony introduced the PS5 Pro system. The next Microsoft and Sony consoles are anticipated to launch within the next 2-3 years.

Nintendo's platform also plays a significant role in the growth of the console headset market. The large installed base of Nintendo Switch systems, combined with the successful launch of the Nintendo Switch 2 in June 2025, increases participation in online, chat-enabled gameplay, thereby expanding the overall addressable market for console gaming headsets.

Controllers

The controllers market is estimated at approximately $3.0 billion, according to external market data and internal estimates, and shares the same retail footprint and consumer base as Turtle Beach gaming headsets, creating natural cross-sell opportunities and strong category alignment. We entered the controllers market in 2021 and have since expanded our portfolio across console and PC platforms, with key products including Stealth Ultra and Stealth Pivot premium controllers, which target the higher value controller segment. The 2024 acquisition of PDP, a leading gaming accessories company with a strong foundation in the controller category, significantly strengthened our scale and competitiveness in controllers. PDP's established expertise and product portfolio, spanning high-value and enthusiast-driven segments, expanded our offerings with products such as the Riffmaster Wireless Guitar Controller and Victrix Pro BFG, Pro FS Arcade Fight Stick, and Pro KO Leverless Fight Stick, positioning us across both premium and value tiers and across multiple controller subcategories.

Industry activity across console platforms, continues to support category growth. Ongoing hardware refresh cycles and the large global installed base, continues to drive engagement across core gaming genres such as multiplayer, esports, fighting games, and rhythm‑based gaming. These trends, along with market forecasts projecting sustained controller demand tied to wireless adoption, haptic feedback innovations, and cross‑platform compatibility, indicate that the controllers category remains an attractive growth opportunity.

With an expanded product portfolio and enhanced innovation pipeline following the PDP acquisition, we believe we are well positioned to capture additional share in the global controllers market as consumer interest and platform ecosystems continue to evolve.

27

PC Accessories Market

The market for PC gaming mice, keyboards, and microphones is estimated to be approximately $3.9 billion, according to external market data and internal estimates. PC gaming continues to be a main gaming platform in the U.S. and internationally, similarly driven by popular AAA game launches, PC-specific esports leagues, teams, and players, content creators, and influencers, and with the introduction of cross-platform play – where PC gamers can play online against other gamers playing the same game on an Xbox, PlayStation, or Nintendo Switch. While most games are available on multiple platforms, gaming on PC offers advantages including improved graphics, increased speed and precision of mouse/keyboard controls, and the ability for deeper customization. Gaming mice and keyboards are engineered to provide gamers with high-end performance and a superior gaming experience through features such as fast key and button response times, improved materials and build quality, comfortable ergonomic designs, programmable keys and buttons, and software suites to customize and control devices and settings.

PC gaming mice come in a variety of different ergonomic and symmetrical shapes and sizes, are available in both wired and wireless models, offer different optical or laser sensor options and responsiveness, and often feature integrated RGB LED lighting and software to unify the lighting with other devices for a visually consistent PC gaming appearance. Similarly, PC gaming keyboards often deliver a competitive advantage by offering options for ultra-responsive mechanical and optical key switches that feel and sound different, as well as customizable lighting.

Our PC gaming headsets, keyboards, and mice span price tiers ranging from low-to-high for entry-level to professional gamers, with each successive price tiers adding features and build quality. We seek to infuse differentiation and innovation into our PC products, including our own design for keyboard and mouse switches, innovative RGB LED lighting, and extensive ergonomic design testing and modeling.

Simulation Accessories Market

The market for simulation accessories is estimated to be approximately $1.4 billion, according to external market data and internal estimates. Flight and racing simulation are more dominant on higher-end PCs able to deliver the most realistic visuals. However, jumps in visual quality made possible in the latest consoles and games have made flight simulation on Xbox and PlayStation more accessible. For example, in 2020 Microsoft redefined the graphics flight simulation gamers can expect while playing with the launch of the latest generation of its flight simulation games and, in subsequent years, Microsoft expanded the game to Xbox Series X|S, Xbox One, and for lower-end gaming PCs, and mobile gaming via Xbox Cloud.

Long-running popular flight simulations like Flight Simulator 2024, X-Plane, and others allow pilots to learn to fly and pilot various aircraft through picture-perfect skies and scenery, with typical flight simulation accessories including yokes and pedals, combat flightsticks, and Hands-On Throttle And Stick ("H.O.T.A.S.") controllers. The flight simulation market is niche, but with a dedicated, older fanbase willing to spend more on accessories to create the ultimate flight simulation setups, with a variety of expert pilots and creators showcasing their latest content on YouTube and other mediums. We launched the original VelocityOne Flight universal control system in 2021, followed by the VelocityOne Rudder and VelocityOne Stand in 2022, the VelocityOne Flightstick in 2023, and the VelocityOne Flightdeck H.O.T.A.S controller in 2024.

Racing simulation follows a similar trajectory as flight simulation. The audience of racing simulation gamers is also dedicated, slightly older and willing to spend more on creating high-end racing simulation setups predominantly on PC, but also on consoles. There is also a variety of long-running, successful racing game franchises including Forza, Assetto Corsa, and more that allow drivers to get behind the wheel and experience the rush of racing. Typical racing simulation accessories include wheel and pedal setups, swappable steering wheels, shifters, handbrakes and more, ranging in price from lower cost entry-level gear available for a couple of hundred dollars (~$200), to ultra-premium, high-end custom-built simulation racing setups that cost thousands of dollars. Racing simulation fans also regularly create their own content to share with the racing simulation community. We introduced our first VelocityOne Race racing simulation wheel and pedals setup in 2024, as well as the follow-up add-on VelocityOne Multi-Shift shifter/handbrake in early 2025. In the latter portion of 2025, we released the VelocityOne™ KD3 wheel and pedals system, the F-RX formula wheel for hardcore simulation racers on Xbox and PC and the Racer wireless racing wheel.

Seasonality

Our gaming accessories business is seasonal with a significant portion of sales and profits typically occurring around the holiday period. Historically, more than 45% of revenues are generated during the period between September and December as new products are introduced and consumers engage in holiday shopping. In addition, launches of major new online multiplayer games, and specific retailer purchasing behavior, can drive significant revenue shifts between months and quarters in a given year. In connection with the seasonality of the business, historically the Company’s borrowings on the revolving credit facility increase as a result of the holiday inventory build leading up to year-end and decline on gross receipts during the first quarter of the following year.

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Supply Chain and Operations

We have a global network of suppliers that manufacture products to meet the quality standards sought by our customers and our cost objectives. We have worked closely with component, manufacturing, and global logistic partners to build a supply chain that we consider dependable, scalable, and efficient to provide high-quality, reliable products employing leading cost management practices. The use of outsourced manufacturing facilities is designed to take advantage of specific expertise and allow for flexibility and scalability to respond to both seasonality and changing demands for our products.

We believe we have strong, long-term relationships with our suppliers and that, subject to the discussion in Item 1A, “Risk Factors” and Item 7, “Management’s Discussion and Analysis of Financial Condition and Results of Operations - Liquidity and Capital Resources,” we expect to continue to be able to obtain a sufficient supply of quality products on satisfactory terms.

This section presents

[Excerpt truncated for page length; the complete text is on the linked full-MD&A page.]

Read the full FY 2025 MD&A: /company/TBCH/mda/fy2025/
All MD&A years: /company/TBCH/mda/


## MD&A history

Prior-year 10-K MD&A spans are extracted from SEC filings with the same bounded parser used for the latest filing. Each year's full verbatim text is on its own sub-page.

- [FY 2024 MD&A](/company/TBCH/mda/fy2024/): filed 2025-03-17; accession 0000950170-25-040292 (https://www.sec.gov/Archives/edgar/data/1493761/000095017025040292/hear-20241231.htm)
- [FY 2023 MD&A](/company/TBCH/mda/fy2023/): filed 2024-03-13; accession 0000950170-24-030883 (https://www.sec.gov/Archives/edgar/data/1493761/000095017024030883/hear-20231231.htm)
- [FY 2022 MD&A](/company/TBCH/mda/fy2022/): filed 2023-03-29; accession 0000950170-23-010660 (https://www.sec.gov/Archives/edgar/data/1493761/000095017023010660/hear-20221231.htm)
- [FY 2021 MD&A](/company/TBCH/mda/fy2021/): filed 2022-03-02; accession 0001564590-22-008333 (https://www.sec.gov/Archives/edgar/data/1493761/000156459022008333/hear-10k_20211231.htm)




## Macro cross-references

Indicators mapped to this company's SIC classification (industry 3669 Communications Equipment, NEC) by grepcent's deterministic macro-sector crosswalk. A navigational mapping, not a statistical or causal claim.

- [INDPRO](/indicator/INDPRO/): Industrial Production: Total Index
- [TCU](/indicator/TCU/): Capacity Utilization: Total Index
- [PPIACO](/indicator/PPIACO/): Producer Price Index by Commodity: All Commodities
- [GDPC1](/indicator/GDPC1/): Real Gross Domestic Product
- [DGS10](/indicator/DGS10/): Market Yield on U.S. Treasury Securities at 10-Year Constant Maturity
- [FEDFUNDS](/indicator/FEDFUNDS/): Federal Funds Effective Rate
- [CES0500000003](/indicator/CES0500000003/): Average Hourly Earnings of All Employees, Total Private
- [PAYEMS](/indicator/PAYEMS/): All Employees, Total Nonfarm

Macro-to-micro threads including this sector: [Inflation (CPI / PCE / PPI)](/thread/inflation-cpi-pce-ppi/), [US labor market](/thread/us-labor-market/), [Growth & output](/thread/growth-output/), [Money & trade](/thread/money-trade/), [Government finances](/thread/government-finances/), [Sector employment](/thread/sector-employment/), [Industrial orders & inventories](/thread/industrial-orders/), [Trade & external](/thread/trade-external/).

All macro indicators: /indicators/


## For LLMs & downloads

Markdown twin: /company/TBCH.md · JSON record: /company/TBCH.json · verified financials: /company/TBCH/financials.json / /company/TBCH/financials.csv · machine TOC for the whole site: /llms.txt
