Global Gaming Chair Market is valued at approximately USD 1.21 billion in 2023 and is anticipated to grow with a healthy growth rate of more than 9.21% over the forecast period 2024-2032. Modern Gaming Chairs are becoming more and more necessary as the gaming business expands. One novel approach is the inclusion of state-of-the-art electronics in Gaming Chair. Manufacturers are including features like customizable settings for the lumbar support, integrated speakers and vibration modules, and built-in massage capabilities to provide more immersive gaming experiences. In line with the general consumer trend towards environmentally conscious products, eco-friendly materials and sustainable production practices are also receiving more attention. By improving performance, comfort, and sustainability, these innovations hope to improve the gaming experience for both recreational players and esports pros.
The growing appeal of video games in both leisure and competitive gaming circles is encouraging fans to spend money on high-quality gaming accessories, such as ergonomic seats. Second, as the health advantages of good posture and ergonomic seating become more well known, gamers are being encouraged to look for chairs that offer the best possible support and comfort to reduce their chance of developing musculoskeletal problems. Moreover, there is a significant need for gaming seats due to the esports industry's explosive rise. Ergonomic seating solutions are especially important for professional gamers since they will improve their performance and provide long-term comfort during intense gaming sessions. However, Gaming chairs might be more expensive than regular office chairs, especially if they include cutting-edge features. The exorbitant price of gaming seats can discourage budget-conscious buyers from making the purchase.
The key regions considered for the global Gaming Chair Market study includes Asia Pacific, North America, Europe, Latin America, and Rest of the World. In 2023, North America dominated the market of Gaming chairs. The market dominance of North America in gaming chairs is largely due to a few important variables. there is a strong and enduring gaming culture in the area, with well-established gaming communities that cherish top-notch gaming experiences. the gaming business in North America is well-served by an extensive infrastructure that includes marketing channels, distribution networks, and a multitude of gaming events and conferences. Furthermore, customers in the region have comparatively large discretionary incomes, which permits them to spend more on high-end gaming accessories such as ergonomic seats, which are thought to be crucial for improving gaming comfort and performance. North America's position as the leading market participant in the industry is cemented by this confluence of variables, which fosters the growth of gaming chair sales in the region. On the other hand, Asia Pacific is the fastest growing region for the Gaming Chair Market.
Major market player included in this report are:
- DXRacer USA LLC
- AKRacing
- Secretlab
- Noblechairs
- Vertagear Inc.
- RESPAWN Products, LLC
- Corsair Gaming, Inc.
- GT Racing
- Cougar Gaming
- AndaSeat
The detailed segments and sub-segment of the market are explained below:
By Type:
- PC Gaming Chair
- Hybrid Gaming Chair
- Platform Gaming Chair
- Other Chair Types
By End-User:
By Distribution Channel:
- Home Centres
- Speciality Stores
- Online
- Other Distribution Channel
By Region:
- North America
- U.S.
- Canada
- Europe
- UK
- Germany
- France
- Spain
- Italy
- ROE
- Asia Pacific
- China
- India
- Japan
- Australia
- South Korea
- RoAPAC
- Latin America
- Brazil
- Mexico
- Middle East & Africa
- Saudi Arabia
- South Africa
- RoMEA
Years considered for the study are as follows:
- Historical year - 2022
- Base year - 2023
- Forecast period - 2024 to 2032
Key Takeaways:
- Market Estimates & Forecast for 10 years from 2022 to 2032.
- Annualized revenues and regional level analysis for each market segment.
- Detailed analysis of geographical landscape with Country level analysis of major regions.
- Competitive landscape with information on major players in the market.
- Analysis of key business strategies and recommendations on future market approach.
- Analysis of competitive structure of the market.
- Demand side and supply side analysis of the market.
Table of Contents
Chapter 1.Global Gaming Chair Market Definition and Research Assumptions
- 1.1.Research Objective
- 1.2.Market Definition
- 1.3.Research Assumptions
- 1.3.1.Inclusion & Exclusion
- 1.3.2.Limitations
- 1.3.3.Supply Side Analysis
- 1.3.3.1.Availability
- 1.3.3.2.Infrastructure
- 1.3.3.3.Regulatory Environment
- 1.3.3.4.Market Competition
- 1.3.3.5.Economic Viability (Consumer's Perspective)
- 1.3.4.Demand Side Analysis
- 1.3.4.1.Regulatory frameworks
- 1.3.4.2.Technological Advancements
- 1.3.4.3.Environmental Considerations
- 1.3.4.4.Consumer Awareness & Acceptance
- 1.4.Estimation Methodology
- 1.5.Years Considered for the Study
- 1.6.Currency Conversion Rates
Chapter 2.Executive Summary
- 2.1.Global Gaming Chair Market Size & Forecast (2022- 2032)
- 2.2.Regional Summary
- 2.3.Segmental Summary
- 2.3.1.By Type
- 2.3.2.By End-User
- 2.3.3.By Distribution Channel
- 2.4.Key Trends
- 2.5.Recession Impact
- 2.6.Analyst Recommendation & Conclusion
Chapter 3.Global Gaming Chair Market Dynamics
- 3.1.Market Drivers
- 3.2.Market Challenges
- 3.3.Market Opportunities
Chapter 4.Global Gaming Chair Market Industry Analysis
- 4.1.Porter's 5 Force Model
- 4.1.1.Bargaining Power of Suppliers
- 4.1.2.Bargaining Power of Buyers
- 4.1.3.Threat of New Entrants
- 4.1.4.Threat of Substitutes
- 4.1.5.Competitive Rivalry
- 4.1.6.Futuristic Approach to Porter's 5 Force Model
- 4.1.7.Porter's 5 Force Impact Analysis
- 4.2.PESTEL Analysis
- 4.2.1.Political
- 4.2.2.Economical
- 4.2.3.Social
- 4.2.4.Technological
- 4.2.5.Environmental
- 4.2.6.Legal
- 4.3.Top investment opportunity
- 4.4.Top winning strategies
- 4.5.Disruptive Trends
- 4.6.Industry Expert Perspective
- 4.7.Analyst Recommendation & Conclusion
Chapter 5.Global Gaming Chair Market Size & Forecasts by Type 2022-2032
- 5.1.PC Gaming Chair
- 5.2.Hybrid Gaming Chair
- 5.3.Platform Gaming Chair
- 5.4.Other Chair Types
Chapter 6.Global Gaming Chair Market Size & Forecasts by End-User 2022-2032
- 6.1.Residential
- 6.2.Commercial
Chapter 7.Global Gaming Chair Market Size & Forecasts by Distribution Channel 2022-2032
- 7.1.Home Centres
- 7.2.Specialty Stores
- 7.3.Online
- 7.4.Other Distribution Channel
Chapter 8.Global Gaming Chair Market Size & Forecasts by Region 2022-2032
- 8.1.North America Gaming Chair Market
- 8.1.1.U.S. Gaming Chair Market
- 8.1.1.1.Type breakdown size & forecasts, 2022-2032
- 8.1.1.2.End-User breakdown size & forecasts, 2022-2032
- 8.1.1.3.Distribution Channel breakdown size & forecasts, 2022-2032
- 8.1.2.Canada Gaming Chair Market
- 8.2.Europe Gaming Chair Market
- 8.2.1.U.K. Gaming Chair Market
- 8.2.2.Germany Gaming Chair Market
- 8.2.3.France Gaming Chair Market
- 8.2.4.Spain Gaming Chair Market
- 8.2.5.Italy Gaming Chair Market
- 8.2.6.Rest of Europe Gaming Chair Market
- 8.3.Asia-Pacific Gaming Chair Market
- 8.3.1.China Gaming Chair Market
- 8.3.2.India Gaming Chair Market
- 8.3.3.Japan Gaming Chair Market
- 8.3.4.Australia Gaming Chair Market
- 8.3.5.South Korea Gaming Chair Market
- 8.3.6.Rest of Asia Pacific Gaming Chair Market
- 8.4.Latin America Gaming Chair Market
- 8.4.1.Brazil Gaming Chair Market
- 8.4.2.Mexico Gaming Chair Market
- 8.4.3.Rest of Latin America Gaming Chair Market
- 8.5.Middle East & Africa Gaming Chair Market
- 8.5.1. Saudi Arabia Gaming Chair Market
- 8.5.2. South Africa Gaming Chair Market
- 8.5.3.Rest of Middle East & Africa Gaming Chair Market
Chapter 9.Competitive Intelligence
- 9.1.Key Company SWOT Analysis
- 9.2.Top Market Strategies
- 9.3.Company Profiles
- 9.3.1. DXRacer USA LLC
- 9.3.1.1.Key Information
- 9.3.1.2.Overview
- 9.3.1.3.Financial (Subject to Data Availability)
- 9.3.1.4.Product Summary
- 9.3.1.5.Market Strategies
- 9.3.2.AKRacing
- 9.3.3.Secretlab
- 9.3.4.Noblechairs
- 9.3.5.Vertagear Inc
- 9.3.6.RESPAWN Products, LLC
- 9.3.7. GT Racing
- 9.3.8.Cougar Gaming
- 9.3.9.AndaSeat
- 9.3.10.Corsair Gaming, Inc.
Chapter 10.Research Process
- 10.1.Research Process
- 10.1.1.Data Mining
- 10.1.2.Analysis
- 10.1.3.Market Estimation
- 10.1.4.Validation
- 10.1.5.Publishing
- 10.2.Research Attributes