封面
市場調查報告書
商品編碼
1615385

遊戲椅市場:按產品、分銷管道和最終用戶分類 - 2025-2030 年全球預測

Gaming Chair Market by Product (Hybrid Gaming Chair, PC Gaming Chair, Platform Gaming Chairs), Distribution Channel (Offline, Online), End-Use - Global Forecast 2025-2030

出版日期: | 出版商: 360iResearch | 英文 184 Pages | 商品交期: 最快1-2個工作天內

價格

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2023年電競椅市場價值為12.9億美元,預計到2024年將達到13.8億美元,複合年成長率為7.51%,到2030年將達到21.4億美元。

遊戲椅市場專注於座椅解決方案,旨在透過提供舒適性、符合人體工學的支撐以及為遊戲玩家量身定做的高級功能來增強遊戲體驗。隨著遊戲產業在全球範圍內不斷擴張,對能夠減輕長時間遊戲過程中的身體壓力並提高整體遊戲表現的遊戲椅的需求不斷成長。最終用途主要是電子競技領域的消費者、休閒遊戲玩家、職業遊戲玩家以及快速成長的家庭辦公室(通常兼作遊戲空間)。該市場受到多種成長要素的影響,包括電子競技的日益普及、遊戲愛好者數量的快速增加以及對不良坐姿引起的健康相關問題的認知不斷增強。這些因素提供了巨大的潛力,特別是透過增強人體工學設計、整合觸覺回饋和身臨其境型音訊系統等先進技術以及滿足可自訂美學等利基需求,在產品多樣化方面帶來了許多機會。然而,市場面臨激烈的競爭、阻礙廣泛採用的高產品成本以及需要持續創新以滿足不斷變化的消費者期望等挑戰。經濟波動和供應鏈中斷也可能限制市場成長,特別是在原料供應和製造成本方面。為了利用這個機會,市場參與企業將透過使用環保材料和研究來開發人工智慧主導的個人化座椅解決方案來關注永續性,以適應個人用戶的喜好。此外,透過線上平台擴大分銷管道將有助於佔領不斷成長的電子商務領域。對於業務成長,探索智慧技術的整合,例如透過物聯網連接追蹤和改善用戶姿勢,以及整合健康功能以促進健康的遊戲習慣,將是Masu的創新的關鍵部分。遊戲椅市場充滿活力,要充分利用其潛力,您需要積極主動地應對趨勢和挑戰。

主要市場統計
基準年[2023] 12.9億美元
預測年份 [2024] 13.8億美元
預測年份 [2030] 21.4億美元
複合年成長率(%) 7.51%

市場動態:揭示快速發展的遊戲椅市場的關鍵市場洞察

供需的動態交互作用正在改變遊戲椅市場。了解這些不斷變化的市場動態可以幫助企業做出明智的投資決策、策略決策並抓住新的商機。全面了解這些趨勢可以幫助企業降低政治、地理、技術、社會和經濟領域的風險,並了解消費行為及其對製造成本的影響,並更清楚地了解對採購趨勢的影響。

  • 市場促進因素
    • 家庭電玩遊戲在全球越來越受歡迎
    • 專業人士推薦椅子產品的電競增加
  • 市場限制因素
    • 椅子召回問題,人體工學椅子設計的複雜性
  • 市場機會
    • 遊戲椅的進步與智慧功能的整合
    • 開始線上銷售電競椅產品
  • 市場問題
    • 存在低品質和仿冒品產品

波特五力:駕馭遊戲椅市場的戰略工具

波特的五力框架是了解遊戲椅市場競爭格局的重要工具。波特的五力框架描述了評估公司競爭和探索策略機會的清晰方法。該框架可幫助公司評估市場動態並確定新業務的盈利。這些見解使公司能夠利用自己的優勢,解決弱點並避免潛在的挑戰,從而確保更強大的市場地位。

PESTLE分析:了解電競椅市場的外部影響

外部宏觀環境因素對電競椅市場的表現動態起著至關重要的作用。對政治、經濟、社會、技術、法律和環境因素的分析提供了應對這些影響所需的資訊。透過調查 PESTLE 因素,公司可以更了解潛在的風險和機會。這種分析可以幫助公司預測法規、消費者偏好和經濟趨勢的變化,並幫助他們做出積極主動的決策。

市場佔有率分析:了解電競椅市場競爭格局

對遊戲椅市場的詳細市場佔有率分析可以對供應商的業績進行全面評估。公司可以透過比較收益、客戶群和成長率等關鍵指標來揭示其競爭地位。該分析揭示了市場集中、細分和整合的趨勢,為供應商提供了製定策略決策所需的洞察力,使他們能夠在日益激烈的競爭中佔有一席之地。

FPNV定位矩陣:電競椅市場廠商績效評估

FPNV定位矩陣是評估遊戲椅市場供應商的重要工具。此矩陣允許業務組織根據供應商的商務策略和產品滿意度評估供應商,從而做出符合其目標的明智決策。這四個象限使您能夠清晰、準確地分類供應商,並確定最能滿足您的策略目標的合作夥伴和解決方案。

策略分析與建議:制定遊戲椅市場的成功之路

對於想要加強在全球市場的影響力的公司來說,遊戲椅市場的策略分析至關重要。透過審查關鍵資源、能力和績效指標,公司可以識別成長機會並努力改進。這種方法使您能夠克服競爭格局中的挑戰,利用新的商機並取得長期成功。

該報告對涵蓋關鍵焦點細分市場的市場進行了全面分析。

1. 市場滲透率:詳細檢視當前市場環境,主要企業的廣泛資料,評估其在市場中的影響力和整體影響力。

2. 市場開拓:辨識新興市場的成長機會,評估現有細分市場的擴張潛力,並提供未來成長的策略藍圖。

3. 市場多元化:分析近期產品發布、開拓地區、關鍵產業進展、塑造市場的策略投資。

4. 競爭評估與情報:徹底分析競爭格局,檢驗市場佔有率、業務策略、產品系列、認證、監理核准、專利趨勢、主要企業的技術進步等。

5. 產品開發與創新:重點在於有望推動未來市場成長的最尖端科技、研發活動和產品創新。

它還回答了重要問題,以幫助相關人員做出明智的決策。

1.目前的市場規模和未來的成長預測是多少?

2. 哪些產品和地區提供最佳投資機會?

3.塑造市場的關鍵技術趨勢和監管影響是什麼?

4.主要廠商的市場佔有率和競爭地位如何?

5. 推動供應商市場進入和退出策略的收益來源和策略機會是什麼?

目錄

第1章 前言

第2章調查方法

第3章執行摘要

第4章市場概況

第5章市場洞察

  • 市場動態
    • 促進因素
      • 家庭電動遊戲在世界各地變得越來越流行
      • 專業人士推薦椅子產品的電競增加
    • 抑制因素
      • 椅子召回與人體工學椅子設計的複雜性
    • 機會
      • 透過整合智慧功能實現遊戲椅的演變
      • 開始線上銷售電競椅產品
    • 任務
      • 分銷低品質和仿冒品產品
  • 市場區隔分析
    • 產品:混合遊戲椅使用量激增,旨在為遊戲玩家提供長時間工作所需的舒適度
    • 最終用途:商業領域遊戲椅使用的演變
  • 波特五力分析
  • PESTEL分析
    • 政治
    • 經濟
    • 社會
    • 科技
    • 法律
    • 環境

第6章電競椅市場:依產品分類

  • 介紹
  • 混合遊戲椅
  • 電腦遊戲椅
  • 平台遊戲椅

第7章電競椅市場:依通路分類

  • 介紹
  • 離線
  • 線上

第8章遊戲椅市場:依最終用途分類

  • 介紹
  • 商業的
  • 住宅

第9章 北美及南美洲電競椅市場

  • 介紹
  • 阿根廷
  • 巴西
  • 加拿大
  • 墨西哥
  • 美國

第10章亞太電競椅市場

  • 介紹
  • 澳洲
  • 中國
  • 印度
  • 印尼
  • 日本
  • 馬來西亞
  • 菲律賓
  • 新加坡
  • 韓國
  • 台灣
  • 泰國
  • 越南

第11章 歐洲、中東和非洲電競椅市場

  • 介紹
  • 丹麥
  • 埃及
  • 芬蘭
  • 法國
  • 德國
  • 以色列
  • 義大利
  • 荷蘭
  • 奈及利亞
  • 挪威
  • 波蘭
  • 卡達
  • 俄羅斯
  • 沙烏地阿拉伯
  • 南非
  • 西班牙
  • 瑞典
  • 瑞士
  • 土耳其
  • 阿拉伯聯合大公國
  • 英國

第12章競爭格局

  • 2023 年市場佔有率分析
  • FPNV 定位矩陣,2023
  • 競爭情境分析
    • Secretlab 和 Paper Rex推出遊戲椅,為遊戲社群提供卓越的舒適度
    • GTChair在2023年東京電玩展推出創新旗艦電競椅,以先進的人體工學改善遊戲體驗
    • Herman Miller Gaming 與 G2 Esports 推出限量版 Embody 遊戲椅
  • 戰略分析和建議

公司名單

  • Ace Casual Furniture
  • Aerocool Advanced Technologies Corporation
  • AKRacing America Inc.
  • Arozzi North America
  • BraZen Gaming Limited
  • Clutch Chairz USA Ltd.
  • Cooler Master Technology Inc.
  • Corsair Memory Inc.
  • Cybeart India Pvt. Ltd.
  • Demla Retail Pvt. Ltd.
  • DXRacer USA LLC
  • Ergomaker International Co., Limited
  • Gaming HQ
  • GT Omega LTD.
  • Herman Miller, Inc.
  • Impakt SA
  • Karnox
  • NEEDFORSEAT LLC
  • New Retail Company
  • Pro Gamersware GmbH
  • Raidmax Tech Inc.
  • Razer Inc.
  • Secretlab SG Pte. Ltd.
  • Vertagear
  • Zauba Technologies Private Limited
Product Code: MRR-BF5906742066

The Gaming Chair Market was valued at USD 1.29 billion in 2023, expected to reach USD 1.38 billion in 2024, and is projected to grow at a CAGR of 7.51%, to USD 2.14 billion by 2030.

The gaming chair market focuses on seating solutions designed to enhance the gaming experience by providing comfort, ergonomic support, and advanced features tailored to gamers. As the gaming industry continues to expand globally, the necessity for specialized gaming chairs rises, driven by their application in reducing physical strain during prolonged gaming sessions and improving overall gaming performance. End-use scope primarily revolves around consumers in the esports sector, casual and professional gamers, and the rapidly growing home office setup that often doubles as a gaming space. The market is influenced by various growth factors, such as the increasing popularity of esports, a surge in gaming enthusiasts, and heightened awareness about health-related issues from poor posture during sitting. These factors present significant potential opportunities, particularly in product diversification through ergonomic design enhancements, integration of advanced technologies like haptic feedback and immersive audio systems, and catering to niche demands like customizable aesthetics. However, the market faces challenges, such as intense competition, high product costs deterring wider adoption, and the need for continuous innovation to meet evolving consumer expectations. Economic fluctuations and supply chain disruptions can also limit market growth, especially in terms of raw material availability and manufacturing costs. To leverage opportunities, market players can focus on sustainability by using eco-friendly materials, and invest in research to develop AI-driven personalized seating solutions that adapt to individual user preferences. Additionally, expanding distribution channels via online platforms can help capture the growing e-commerce segment. For business growth, key areas of innovation include exploring smart technology integration, such as IoT connectivity for tracking and improving user posture or integrating wellness features to promote healthier gaming habits. The gaming chair market is dynamic, necessitating a proactive approach in addressing trends and challenges to capitalize on its potential.

KEY MARKET STATISTICS
Base Year [2023] USD 1.29 billion
Estimated Year [2024] USD 1.38 billion
Forecast Year [2030] USD 2.14 billion
CAGR (%) 7.51%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Gaming Chair Market

The Gaming Chair Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing popularity of home video gaming activities worldwide
    • Rising number of eSports with professional endorsements of chair products
  • Market Restraints
    • Adverse chair recalls and complexity of designing ergonomic chairs
  • Market Opportunities
    • Advancements in gaming chairs with the integration of smart features
    • Emerging online availability of gaming chair products
  • Market Challenges
    • Availability of low-quality and counterfeit products

Porter's Five Forces: A Strategic Tool for Navigating the Gaming Chair Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Gaming Chair Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Gaming Chair Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Gaming Chair Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Gaming Chair Market

A detailed market share analysis in the Gaming Chair Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Gaming Chair Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Gaming Chair Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Gaming Chair Market

A strategic analysis of the Gaming Chair Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Gaming Chair Market, highlighting leading vendors and their innovative profiles. These include Ace Casual Furniture, Aerocool Advanced Technologies Corporation, AKRacing America Inc., Arozzi North America, BraZen Gaming Limited, Clutch Chairz USA Ltd., Cooler Master Technology Inc., Corsair Memory Inc., Cybeart India Pvt. Ltd., Demla Retail Pvt. Ltd., DXRacer USA LLC, Ergomaker International Co., Limited, Gaming HQ, GT Omega LTD., Herman Miller, Inc., Impakt S.A, Karnox, NEEDFORSEAT LLC, New Retail Company, Pro Gamersware GmbH, Raidmax Tech Inc., Razer Inc., Secretlab SG Pte. Ltd., Vertagear, and Zauba Technologies Private Limited.

Market Segmentation & Coverage

This research report categorizes the Gaming Chair Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Product, market is studied across Hybrid Gaming Chair, PC Gaming Chair, and Platform Gaming Chairs.
  • Based on Distribution Channel, market is studied across Offline and Online.
  • Based on End-Use, market is studied across Commercial and Residential.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing popularity of home video gaming activities worldwide
      • 5.1.1.2. Rising number of eSports with professional endorsements of chair products
    • 5.1.2. Restraints
      • 5.1.2.1. Adverse chair recalls and complexity of designing ergonomic chairs
    • 5.1.3. Opportunities
      • 5.1.3.1. Advancements in gaming chairs with the integration of smart features
      • 5.1.3.2. Emerging online availability of gaming chair products
    • 5.1.4. Challenges
      • 5.1.4.1. Availability of low-quality and counterfeit products
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Product: Burgeoning usage of hybrid gaming chair aims to provide the comfort needed for long working hours for gamers
    • 5.2.2. End-Use: Evolving utilization of gaming chairs in the commercial sector
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Gaming Chair Market, by Product

  • 6.1. Introduction
  • 6.2. Hybrid Gaming Chair
  • 6.3. PC Gaming Chair
  • 6.4. Platform Gaming Chairs

7. Gaming Chair Market, by Distribution Channel

  • 7.1. Introduction
  • 7.2. Offline
  • 7.3. Online

8. Gaming Chair Market, by End-Use

  • 8.1. Introduction
  • 8.2. Commercial
  • 8.3. Residential

9. Americas Gaming Chair Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Gaming Chair Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Gaming Chair Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Secretlab and Paper Rex Launch Gaming Chair to Provide Superior Comfort for the Gaming Community
    • 12.3.2. GTChair Unveils Revolutionary Flagship Gaming Chairs at Tokyo Game Show 2023, Elevating Gaming Experiences with Advanced Ergonomics
    • 12.3.3. Herman Miller Gaming and G2 Esports Launch Limited-Edition Embody Gaming Chair
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Ace Casual Furniture
  • 2. Aerocool Advanced Technologies Corporation
  • 3. AKRacing America Inc.
  • 4. Arozzi North America
  • 5. BraZen Gaming Limited
  • 6. Clutch Chairz USA Ltd.
  • 7. Cooler Master Technology Inc.
  • 8. Corsair Memory Inc.
  • 9. Cybeart India Pvt. Ltd.
  • 10. Demla Retail Pvt. Ltd.
  • 11. DXRacer USA LLC
  • 12. Ergomaker International Co., Limited
  • 13. Gaming HQ
  • 14. GT Omega LTD.
  • 15. Herman Miller, Inc.
  • 16. Impakt S.A
  • 17. Karnox
  • 18. NEEDFORSEAT LLC
  • 19. New Retail Company
  • 20. Pro Gamersware GmbH
  • 21. Raidmax Tech Inc.
  • 22. Razer Inc.
  • 23. Secretlab SG Pte. Ltd.
  • 24. Vertagear
  • 25. Zauba Technologies Private Limited

LIST OF FIGURES

  • FIGURE 1. GAMING CHAIR MARKET RESEARCH PROCESS
  • FIGURE 2. GAMING CHAIR MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL GAMING CHAIR MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL GAMING CHAIR MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL GAMING CHAIR MARKET SIZE, BY END-USE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL GAMING CHAIR MARKET SIZE, BY END-USE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES GAMING CHAIR MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES GAMING CHAIR MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. GAMING CHAIR MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. GAMING CHAIR MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. GAMING CHAIR MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL GAMING CHAIR MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL GAMING CHAIR MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL GAMING CHAIR MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. GAMING CHAIR MARKET DYNAMICS
  • TABLE 7. GLOBAL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL GAMING CHAIR MARKET SIZE, BY HYBRID GAMING CHAIR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL GAMING CHAIR MARKET SIZE, BY PC GAMING CHAIR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL GAMING CHAIR MARKET SIZE, BY PLATFORM GAMING CHAIRS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL GAMING CHAIR MARKET SIZE, BY OFFLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL GAMING CHAIR MARKET SIZE, BY ONLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL GAMING CHAIR MARKET SIZE, BY COMMERCIAL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL GAMING CHAIR MARKET SIZE, BY RESIDENTIAL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. AMERICAS GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 19. AMERICAS GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 20. AMERICAS GAMING CHAIR MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 21. ARGENTINA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 22. ARGENTINA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 23. ARGENTINA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 24. BRAZIL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 25. BRAZIL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 26. BRAZIL GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 27. CANADA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 28. CANADA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 29. CANADA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 30. MEXICO GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 31. MEXICO GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 32. MEXICO GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 33. UNITED STATES GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 34. UNITED STATES GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 35. UNITED STATES GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 36. UNITED STATES GAMING CHAIR MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 37. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 38. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 39. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 40. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 41. AUSTRALIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 42. AUSTRALIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 43. AUSTRALIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 44. CHINA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 45. CHINA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 46. CHINA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 47. INDIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 48. INDIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 49. INDIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 50. INDONESIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 51. INDONESIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 52. INDONESIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 53. JAPAN GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 54. JAPAN GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 55. JAPAN GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 56. MALAYSIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 57. MALAYSIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 58. MALAYSIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 59. PHILIPPINES GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 60. PHILIPPINES GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 61. PHILIPPINES GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 62. SINGAPORE GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 63. SINGAPORE GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 64. SINGAPORE GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 65. SOUTH KOREA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 66. SOUTH KOREA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 67. SOUTH KOREA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 68. TAIWAN GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 69. TAIWAN GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 70. TAIWAN GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 71. THAILAND GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 72. THAILAND GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 73. THAILAND GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 74. VIETNAM GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 75. VIETNAM GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 76. VIETNAM GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 77. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 78. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 79. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 80. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 81. DENMARK GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 82. DENMARK GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 83. DENMARK GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 84. EGYPT GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 85. EGYPT GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 86. EGYPT GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 87. FINLAND GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 88. FINLAND GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 89. FINLAND GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 90. FRANCE GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 91. FRANCE GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 92. FRANCE GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 93. GERMANY GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 94. GERMANY GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 95. GERMANY GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 96. ISRAEL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 97. ISRAEL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 98. ISRAEL GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 99. ITALY GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 100. ITALY GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 101. ITALY GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 102. NETHERLANDS GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 103. NETHERLANDS GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 104. NETHERLANDS GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 105. NIGERIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 106. NIGERIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 107. NIGERIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 108. NORWAY GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 109. NORWAY GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 110. NORWAY GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 111. POLAND GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 112. POLAND GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 113. POLAND GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 114. QATAR GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 115. QATAR GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 116. QATAR GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 117. RUSSIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 118. RUSSIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 119. RUSSIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 120. SAUDI ARABIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 121. SAUDI ARABIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 122. SAUDI ARABIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 123. SOUTH AFRICA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 124. SOUTH AFRICA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 125. SOUTH AFRICA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 126. SPAIN GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 127. SPAIN GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 128. SPAIN GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 129. SWEDEN GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 130. SWEDEN GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 131. SWEDEN GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 132. SWITZERLAND GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 133. SWITZERLAND GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 134. SWITZERLAND GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 135. TURKEY GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 136. TURKEY GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 137. TURKEY GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 138. UNITED ARAB EMIRATES GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 139. UNITED ARAB EMIRATES GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED ARAB EMIRATES GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED KINGDOM GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 142. UNITED KINGDOM GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 143. UNITED KINGDOM GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 144. GAMING CHAIR MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 145. GAMING CHAIR MARKET, FPNV POSITIONING MATRIX, 2023