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Download Free sampleGaming chairs come with lumbar support and a head cushion to provide gamers comfort while gaming. The comfort offered by gaming chairs elevates the gaming experience for players. Gaming chairs are a necessity for professional and hardcore gamers.
Ergonomic Gaming Chairs Market aims to provide a comprehensive presentation of the global market for Ergonomic Gaming Chairs, 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 Ergonomic Gaming Chairs. Ergonomic Gaming Chairs Market contains market size and forecasts of Ergonomic Gaming Chairs in global, including the following market information:
Global Ergonomic Gaming Chairs Market Revenue, 2018-2023, 2024-2030, ($ millions)
Global Ergonomic Gaming Chairs Market Sales, 2018-2023, 2024-2030, (K Units)
Global top five Ergonomic Gaming Chairs companies in 2022 (%)
The global Ergonomic Gaming Chairs market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The mid-range segment accounted for the major shares of the gaming chair market and it is regarded as the most popular segment in the market. Mid-range gaming chairs provide lower height which helps reducing neck strain and proper armrests that help in reducing shoulder and arm pain. These factors play vital role in increasing the demand of this segment and in turn drive the gaming seat market.
We surveyed the Ergonomic Gaming Chairs manufacturers, suppliers, distributors and industry experts on this industry, involving the sales, revenue, demand, price change, product type, recent development and plan, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Ergonomic Gaming Chairs Market, by Type, 2018-2023, 2024-2030 ($ Millions) & (K Units)
Global Ergonomic Gaming Chairs Market Segment Percentages, by Type, 2022 (%)
Rocker Chair
Racing Chair
Others
Global Ergonomic Gaming Chairs Market, by Application, 2018-2023, 2024-2030 ($ Millions) & (K Units)
Global Ergonomic Gaming Chairs Market Segment Percentages, by Application, 2022 (%)
Internet Bars
Household
Others
Global Ergonomic Gaming Chairs Market, By Region and Country, 2018-2023, 2024-2030 ($ Millions) & (K Units)
Global Ergonomic Gaming Chairs Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Ergonomic Gaming Chairs revenues in global market, 2018-2023 (Estimated), ($ millions)
Key companies Ergonomic Gaming Chairs revenues share in global market, 2022 (%)
Key companies Ergonomic Gaming Chairs sales in global market, 2018-2023 (Estimated), (K Units)
Key companies Ergonomic Gaming Chairs sales share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
DXRacer
X Rocker
Arozzi
ThunderX3
Vertagear
Subsonic
SecretLab
N.Seat
Ace Bayou
Playseat
Outline of Major Chapters:
Chapter 1: Introduces the definition of Ergonomic Gaming Chairs, market overview.
Chapter 2: Global Ergonomic Gaming Chairs market size in revenue and volume.
Chapter 3: Detailed analysis of Ergonomic Gaming Chairs manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: 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 5: 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 6: Sales of Ergonomic Gaming Chairs 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 of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Global Ergonomic Gaming Chairs capacity by region & country.
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: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 11: The main points and conclusions of the report.
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