人体工学游戏椅市场规模、份额、成长分析、按类型、应用和地区分類的行业预测 - 2025 年至 2032 年
市场调查报告书
商品编码
1838285

人体工学游戏椅市场规模、份额、成长分析、按类型、应用和地区分類的行业预测 - 2025 年至 2032 年

Ergonomic Gaming Chairs Market Size, Share, and Growth Analysis, By Type (Rocker Chair, Racing Chair), By Application (Internet Bars, Household), By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 176 Pages | 商品交期: 3-5个工作天内

价格
简介目录

预计 2023 年全球人体工学游戏椅市场价值将达到 408 亿美元,从 2024 年的 434.1 亿美元增长到 2032 年的 713.1 亿美元,预测期内(2025-2032 年)的复合年增长率为 6.4%。

随着游戏和电子竞技的日益普及,玩家经常长时间坐在萤幕前,人体工学游戏椅的需求也随之增长。这一趋势也提高了人们对姿势相关健康问题的认识,例如背痛和疲劳,促使玩家优先考虑舒适度和健康,寻求具有出色腰部支撑、可调节性和人体工学设计的椅子。为了满足这些需求,製造商正在开发具有先进功能的创新产品,例如高密度记忆海绵、多向倾斜机构、可调节扶手和冷却通风系统,所有这些都旨在提高舒适度并最大限度地减少长时间使用时的身体压力。随着消费者越来越意识到这些技术创新的优势,他们越来越愿意投资高端人体工学解决方案,推动了市场的显着扩张和品牌差异化。

目录

介绍

  • 调查目标
  • 调查范围
  • 定义

调查方法

  • 资讯收集
  • 二次资料和一次资料方法
  • 市场规模预测
  • 市场假设与约束

执行摘要

  • 全球市场展望
  • 供需趋势分析
  • 细分市场机会分析

市场动态与展望

  • 市场概况
  • 市场规模
  • 市场动态
    • 驱动因素和机会
    • 限制与挑战
  • 波特的分析

关键市场考察

  • 关键成功因素
  • 竞争程度
  • 关键投资机会
  • 市场生态系统
  • 市场吸引力指数(2024年)
  • PESTEL分析
  • 总体经济指标
  • 价值链分析
  • 定价分析

人体工学游戏椅市场规模(按类型和复合年增长率)(2025-2032)

  • 市场概况
  • 摇椅
  • 赛车椅

人体工学游戏椅市场规模(按应用和复合年增长率)(2025-2032)

  • 市场概况
  • 网咖
  • 家庭使用

人体工学游戏椅市场规模(按地区和复合年增长率)(2025-2032)

  • 北美洲
    • 美国
    • 加拿大
  • 欧洲
    • 德国
    • 西班牙
    • 法国
    • 英国
    • 义大利
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他亚太地区
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地区
  • 中东和非洲
    • 海湾合作委员会国家
    • 南非
    • 其他中东和非洲地区

竞争资讯

  • 前五大公司对比
  • 主要企业市场定位(2024年)
  • 主要市场参与者所采取的策略
  • 近期市场趋势
  • 公司市占率分析(2024年)
  • 主要企业简介
    • 公司详情
    • 产品系列分析
    • 按部门分類的公司份额分析
    • 收益同比比较(2022-2024 年)

主要企业简介

  • Secretlab(Singapore)
  • DXRacer(China)
  • AKRacing(China)
  • Herman Miller(USA)
  • Noblechairs(Germany)
  • Vertagear(USA)
  • AndaSeat(China)
  • GT Racing(China)
  • Corsair(USA)
  • Razer(USA)
  • Cougar(Taiwan)
  • Homall(China)
  • Recaro eGaming(Germany)
  • Cooler Master(Taiwan)
  • DeepCool(China)
  • Sihoo(China)
  • Xenics Creative(South Korea)
  • IKEA(Sweden)
  • AutoFull(China)
  • KCream(China)

结论和建议

简介目录
Product Code: SQMIG25F2089

Global Ergonomic Gaming Chairs Market size was valued at USD 40.8 billion in 2023 and is poised to grow from USD 43.41 billion in 2024 to USD 71.31 billion by 2032, growing at a CAGR of 6.4% during the forecast period (2025-2032).

The growing popularity of gaming and eSports has led to an increased demand for ergonomic gaming chairs, as gamers often spend long hours in front of screens. This trend has heightened awareness of posture-related health concerns, such as back pain and fatigue, prompting gamers to seek chairs with superior lumbar support, adjustable features, and ergonomic designs that prioritize comfort and health. To address these needs, manufacturers are innovating with advanced features like high-density memory foam, multi-directional recline mechanisms, adjustable armrests, and cooling ventilation systems, all aimed at enhancing comfort and minimizing physical strain during extended use. As consumers become more aware of the benefits of these innovations, the willingness to invest in premium ergonomic solutions grows, driving significant market expansion and fostering brand differentiation.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Ergonomic Gaming Chairs market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Ergonomic Gaming Chairs Market Segments Analysis

Global Ergonomic Gaming Chairs Market is segmented by Type, Application and region. Based on Type, the market is segmented into Rocker Chair and Racing Chair. Based on Application, the market is segmented into Internet Bars and Household. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Ergonomic Gaming Chairs Market

The burgeoning gaming and eSports industry significantly propels the growth of the global ergonomic gaming chairs market. As gamers engage in prolonged gaming sessions, there is a heightened awareness of posture-related health concerns, which drives them to seek chairs that provide essential lumbar support, customizable features, and overall comfort. Additionally, the increasing popularity of competitive gaming further amplifies this demand on a global scale. Consequently, the need for ergonomic solutions that enhance both performance and well-being within this vibrant market continues to rise, leading to a greater focus on innovative chair designs tailored to the unique requirements of gamers.

Restraints in the Global Ergonomic Gaming Chairs Market

The Global Ergonomic Gaming Chairs market faces challenges due to the size and bulkiness of many models, particularly those with a racing-style design. These chairs often occupy considerable space, which can deter potential buyers residing in smaller homes or urban environments where space is at a premium. As a result, this limitation may hinder broader acceptance and adoption of ergonomic gaming chairs, restricting the potential for market growth. Consumers seeking solutions that fit seamlessly into their compact living areas may be less inclined to invest in these larger options, influencing overall demand and market dynamics.

Market Trends of the Global Ergonomic Gaming Chairs Market

The global ergonomic gaming chairs market is increasingly characterized by the integration of smart and AI-enhanced features, catering to the evolving needs of health-conscious gamers. Innovations such as posture-correcting sensors, automated lumbar support, and temperature control systems are gaining traction, significantly enhancing user comfort and well-being. This trend is driven by a growing awareness of the importance of ergonomic design in preventing musculoskeletal strain during prolonged gaming sessions. As technology continues to advance, these features not only improve the gaming experience but also set new standards for product development, fostering a competitive landscape in the ergonomic gaming chair segment.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Ergonomic Gaming Chairs Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Rocker Chair
  • Racing Chair

Global Ergonomic Gaming Chairs Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Internet Bars
  • Household

Global Ergonomic Gaming Chairs Market Size & CAGR (2025-2032)

  • North America (Type, Application)
    • US
    • Canada
  • Europe (Type, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Type, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Type, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Type, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Secretlab (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DXRacer (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • AKRacing (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Herman Miller (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Noblechairs (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vertagear (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • AndaSeat (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • GT Racing (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Corsair (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Razer (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cougar (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Homall (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Recaro eGaming (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cooler Master (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DeepCool (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sihoo (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Xenics Creative (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • IKEA (Sweden)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • AutoFull (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KCream (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations