市場調查報告書
商品編碼
1287528
電競椅市場:2023-2028年全球行業趨勢、佔有率、規模、成長、機會和預測Gaming Chair Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 |
2022年,全球電競椅市場規模達到12億美元。展望未來,IMARC集團預計,到2028年,市場規模將達到18億美元,在2023-2028年期間呈現6.8%的成長率(CAGR)。
電競椅透過為專業玩家提供符合人體工程學的長時間支援,提高了靈活性和舒適性。它有腳輪、扶手、旋轉底座和調整設置,可以減少遊戲過程中對身體的壓力。目前,一些製造商推出帶有額外配件的創新變體,如揚聲器、可伸縮腳踏板、內置按摩裝置和紅綠藍(RGB)照明系統,顏色和設計範圍廣泛。
長時間坐著,姿勢緊張,缺乏運動,是遊戲玩家經歷的一些常見影響。由於這些影響會促使嚴重的健康問題,如肥胖、肌肉併發症和腕隧道症候群,因此對電競椅的需求也在上升,以使整個身體的血液流動健康。與此相呼應的是,娛樂行業的重大進步,以及越來越多的專業遊戲玩家,成為促進採用這些椅子以改善玩家體驗的另一個主要因素。除此之外,由於網際網路普及率的提高和遊戲週邊設備的便捷,運動和虛擬實境(VR)遊戲的新興趨勢刺激市場成長。此外,對最先進的遊戲機的需求不斷升級,加上越來越多的人希望體驗現實的遊戲,積極影響全球電競椅的銷售。此外,市場參與者推出帶有可調節腰部支撐的電競椅,以防止背部受傷和扭傷背部或手腕。由於這些椅子支援各種心血管功能,減少肌肉僵硬,預計未來幾年市場的成長將擴大。
The global gaming chair market size reached US$ 1.2 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 1.8 Billion by 2028, exhibiting a growth rate (CAGR) of 6.8% during 2023-2028.
A gaming chair enhances flexibility and comfort by providing ergonomic support to professional gamers for long hours. It has caster wheels, armrests, swiveling bases, and adjustment settings that reduce stress on the body during the gaming session. At present, several manufacturers are introducing innovative variants with additional accessories, such as speakers, retractable footrests, built-in massage units, and red, green, and blue (RGB) lighting systems, in a wide range of colors and designs.
Prolonged sitting, postural stress, and lack of movement are some of the common effects experienced by gamers. As these effects can lead to serious health issues, such as obesity, muscle complications, and carpal tunnel syndrome, there is a rise in the need for gaming chairs to enable healthy blood flow throughout the body. In line with this, significant advancements in the entertainment sector, in confluence with the increasing number of professional gamers, are acting as another major factor promoting the adoption of these chairs to improve the player experience. Apart from this, the emerging trend of motion and virtual reality (VR) games on account of the rising penetration of the internet and easy availability of gaming peripherals is stimulating the market growth. Moreover, the escalating demand for state-of-the-art gaming consoles, along with the growing number of individuals who want to experience realistic games, is positively influencing the sales of gaming chairs across the globe. Furthermore, market players are introducing gaming chairs with adjustable lumbar support to prevent back injuries and torque back or wrist. As these chairs support various cardiovascular functions and reduce muscle stiffness, the growth of the market is anticipated to expand in the coming years.
IMARC Group provides an analysis of the key trends in each sub-segment of the global gaming chair market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on type, material, price, distribution channel and end user.
PC Gaming Chair
Hybrid Gaming Chair
Platform Gaming Chair
Others
PU Leather
PVC Leather
Others
High-Range
Medium-Range
Low-Range
Supermarkets and Hypermarkets
Specialty Stores
Online Stores
Others
Residential
Commercial
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
The competitive landscape of the industry has also been examined along with the profiles of the key players being Ace Casual Furniture, AKRacing, Arozzi North America, Corsair Gaming Inc., DXRacer, GT Omega Racing Ltd, Impakt S.A., noblechairs, Secretlab, Thermaltake Technology Co. Ltd., ThunderX3 and Vertagear Inc.
Key Questions Answered in This Report
1. What was the size of the global gaming chair market in 2022?
2. What is the expected growth rate of the global gaming chair market during 2023-2028?
3. What has been the impact of COVID-19 on the global gaming chair market?
4. What are the key factors driving the global gaming chair market?
5. What is the breakup of the global gaming chair market based on the type?
6. What is the breakup of the global gaming chair market based on the material?
7. What is the breakup of the global gaming chair market based on the distribution channel?
8. What is the breakup of the global gaming chair market based on the end user?
9. What are the key regions in the global gaming chair market?
10. Who are the key players/companies in the global gaming chair market?