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市場調查報告書
商品編碼
1355263

遊戲椅市場 - 2018-2028F 全球產業規模、佔有率、趨勢、機會和預測,按類型、材料、按應用、配銷通路、地區、競爭細分

Gaming Chair Market- Global Industry Size, Share, Trends, Opportunity, and Forecast, 2018-2028F Segmented By Type, By Material, By Application, By Distribution Channel, By Region, By Competition

出版日期: | 出版商: TechSci Research | 英文 178 Pages | 商品交期: 2-3個工作天內

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簡介目錄

由於技術的進步和高速網際網路連接的可用性,預計全球遊戲椅市場將在預測期內成長。

遊戲椅專為電玩愛好者設計。這些椅子提供腰部支撐和頭墊,讓遊戲變得有趣。經驗豐富且忠誠的玩家需要一張遊戲椅。這些椅子有多種尺寸、顏色和設計。對於每天平均登入六小時的玩家來說,電競椅是必需品。

遊戲椅為專業遊戲玩家提供長時間所需的人體工學支撐,進而提高靈活性和舒適度。它的腳輪、扶手、旋轉底座和可調節選項減輕了玩電玩時對身體造成的身體壓力。目前,許多生產商正在推出具有各種色調和圖案的尖端變體,具有揚聲器、可伸縮腳踏板、內建按摩裝置以及紅、綠、藍 (RG​​B) 照明系統等額外功能。

市場概況
預測期 2024-2028
2022 年市場規模 12億美元
2028 年市場規模 18億美元
2023-2028 年複合年成長率 7.9%
成長最快的細分市場 線上的
最大的市場 歐洲

遊戲玩家遇到的一些常見影響包括久坐、姿勢壓力和不活動。人們對遊戲椅的需求不斷成長,以促進全身健康的血液流動,因為這些影響可能會導致肥胖、肌肉問題和腕隧道症候群等重大健康問題。據世界衛生組織稱,肌肉骨骼疾病影響全球超過 17.1 億人。全球最常見的殘疾原因是肌肉骨骼疾病,在 160 個國家中,腰痛位居首位。

越來越多的產品發布推動了市場

公司不斷推出新產品來吸引和滿足客戶的需求,這將刺激需求並支持遊戲椅市場的全球擴張。例如,2022 年,Razer 推出了 Razer Enki Pro,這是一款受蘭博基尼啟發的遊戲椅。這款全新特別版 Razer Enki Pro 以黑色為主,輔以橙色點綴,其座椅內飾和縫線類似於蘭博基尼跑車。這個概念有點讓人想起過去的 Enki Pro 特別版,例如與威廉斯賽車和科尼賽克合作製作的特別版。這款椅子配有磁性頭墊、雙密度靠背、Alcantara 內裝以及用於簡單傾斜調整的轉盤。此外,2022 年,Cambium Retail 推出了 Nexlev 遊戲椅。 Nexlev Falcon & Maverick 系列遊戲椅附帶記憶泡棉頸托、坐墊和多向扶手。它還具有優質的布料。它具有堅固的底座、強大的機構和優雅的氣舉裝置。

公司之間不斷加強的合作有助於市場成長

公司正在採用新的行銷策略,例如收購、合併、合作和協作,以吸引和滿足消費者的需求。例如,2022 年,電競組織 Revenant Esports 簽約 Cybeart 為其下一賽季的官方電競椅合作夥伴。在此次合作期間,Cybeart 將專門為錦標賽、《荒野獵人》訓練營以及各種遊戲名單和創作者打造獨特的席位。此外,2022年,安達西特也推出了新款幻影3六人邀請賽2022版電競椅。 Anda Seat 彩虹六號邀請函 2022 年版遊戲椅與育碧合作打造,提供最大的支撐和舒適度,以改善遊戲或工作體驗。因此,在預測期內,公司之間不斷增加的合併、收購和合作夥伴關係將推動全球遊戲椅市場的發展。

電玩產業人氣飆升刺激產品需求

由於電動遊戲的日益普及,預計遊戲椅市場在不久的將來將迅速成長。遊戲椅吸引了更多的顧客,並且銷量逐年成長,因為它們提供舒適的座椅位置以及額外的好處,例如通過高軟墊靠背、高度可調扶手、傾斜和穩定來延長背部和頸部支撐基地提供的支援。由於越來越多的客戶尋求所有這些功能,預計4D 扶手、凝膠冷泡沫、可拆卸腳踏板、碳纖維外觀覆蓋物和135 度可調節靠背等高級椅子功能將成為遊戲椅品牌未來產品線的標準功能或椅子中的一些增值功能。因此,全球電玩產業的日益普及推動了預測期內全球遊戲椅市場的需求。

創新產品推動市場成長

開發具有加熱墊、LED 燈帶、振動按摩器等附加功能的遊戲椅,將從各個方面對遊戲玩家有利。這些新功能預計將改變遊戲椅行業的遊戲規則,它們的接受度可能會增加銷售量。遊戲玩家喜歡有吸引力的物品,他們經常設置遊戲桌來振奮精神。例如,Goplus 提供 LED 燈按摩遊戲椅。按摩遊戲椅的腰部按摩功能由位於腰墊內的兩個馬達提供動力,提供極致的舒適和放鬆。這款遊戲椅具有可拆卸的頭枕和腰枕,可根據人體形狀進行調整,緩解長時間工作或遊戲造成的背部不適。因此,這些公司的創新產品將在預測期內推動全球遊戲椅市場的發展。

市場區隔

全球遊戲椅市場按類型、材料、應用、配銷通路、地區和競爭格局細分。根據類型,市場分為電腦遊戲椅、混合遊戲椅、平台遊戲椅等。依材質,市場分為PU皮革、PVC皮革等。根據應用,市場分為住宅和商業。根據配銷通路,市場分為超市/大賣場、專賣店、網路和非零售。

公司簡介

Ace Casual Furniture、AKRacing America Inc.、Corsair Components, Inc.、Arozzi North America、DXRacer USA LLC、GT Omega LTD、Impakt SA、Secretlab US, Inc.、Vertagear Inc、Brazen Gaming Limited 等是主要的市場參與者在全球遊戲椅市場。

報告範圍

遊戲椅市場,依類型:

  • 電腦遊戲椅
  • 混合電競椅
  • 平台遊戲椅
  • 其他

遊戲椅市場,依材料分類:

  • PU革
  • PVC皮革
  • 其他

遊戲椅市場,按應用:

  • 住宅
  • 商業的

遊戲椅市場,依配銷通路分類:

  • 超市/大賣場
  • 專賣店
  • 線上的
  • 非零售

遊戲椅市場,按地區:

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 亞太
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥倫比亞
  • 中東和非洲
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非
    • 土耳其

競爭格局

公司簡介:對全球遊戲椅市場主要公司的詳細分析。

可用的客製化

根據給定的市場資料,TechSci Research 可根據公司的具體需求提供客製化服務。該報告可以使用以下自訂選項:

公司資訊

  • 其他市場參與者(最多五個)的詳細分析和概況分析。

目錄

介紹

  • 市場概況
  • 報告的主要亮點
  • 市場覆蓋範圍
  • 涵蓋的細分市場
  • 考慮研究任期

第 2 章:研究方法

  • 研究目的
  • 基線方法
  • 主要產業夥伴
  • 主要協會和二手資料來源
  • 預測方法
  • 數據三角測量與驗證
  • 假設和限制

第 3 章:執行摘要

  • 市場概況
  • 市場預測
  • 重點地區
  • 關鍵環節

第 4 章:客戶之聲分析(B2C 模型分析)

  • 品牌意識
  • 影響購買決策的因素
  • 購買後面臨的挑戰

第 5 章:全球遊戲椅市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按類型市佔率分析(PC 遊戲椅、混合遊戲椅、平台遊戲椅、其他)
    • 依材料市佔率分析(PU皮革、PVC皮革、其他)
    • 按應用市佔率分析(住宅、商業)
    • 按配銷通路市場佔有率分析(超市/大賣場、專賣店、線上和非零售)
    • 按區域市佔率分析
    • 按前 5 名的公司市佔率分析,其他 (2022)
  • 全球遊戲主席地圖與機會評估
    • 按類型市場測繪和機會評估
    • 透過材料市場測繪和機會評估
    • 按應用市場測繪和機會評估
    • 按配銷通路市場測繪和機會評估
    • 透過區域市場測繪和機會評估

第 6 章:北美電競椅市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按類型市佔率分析
    • 按材料市佔率分析
    • 按應用市場佔有率分析
    • 按配銷通路市場佔有率分析
    • 按國家市佔率分析

第 7 章:歐洲電競椅市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按類型市佔率分析
    • 按材料市佔率分析
    • 按應用市場佔有率分析
    • 按配銷通路市場佔有率分析
    • 按國家市佔率分析

第 8 章:亞太地區電競椅市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按類型市佔率分析
    • 按材料市佔率分析
    • 按應用市場佔有率分析
    • 按配銷通路市場佔有率分析
    • 按國家市佔率分析

第 9 章:中東和非洲遊戲椅市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按類型市佔率分析
    • 按材料市佔率分析
    • 按應用市場佔有率分析
    • 按配銷通路市場佔有率分析
    • 按國家市佔率分析

第 10 章:南美洲電競椅市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 按類型市佔率分析
    • 按材料市佔率分析
    • 按應用市場佔有率分析
    • 按配銷通路市場佔有率分析
    • 按國家市佔率分析

第 11 章:市場動態

  • 動力
    • 網路普及率不斷上升
    • 企業之間的併購不斷增加
    • 產品發布數量不斷增加
  • 挑戰
    • 成本較高
    • 嚴重健康問題的發生頻率不斷增加

第 12 章:COVID-19 對全球遊戲椅市場的影響

  • 影響評估模型
    • 受影響的關鍵領域
    • 受影響的主要地區
    • 受影響的主要國家
    • 受影響的主要配銷通路

第 13 章:市場趨勢與發展

  • 提高電玩產業的受歡迎程度
  • 遊戲咖啡館數量不斷增加
  • 社群媒體平台越來越受歡迎
  • 技術升級
  • 高速連接的可用性

第 14 章:波特的五力模型

  • 競爭競爭
  • 買家的議價能力
  • 供應商的議價能力
  • 新進入者的威脅
  • 替代品的威脅

第 15 章:SWOT 分析

  • 優勢
  • 弱點
  • 機會
  • 威脅

第16章:競爭格局

  • 公司簡介
    • Ace Casual Furniture
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • AKRacing America Inc.
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Corsair Components, Inc.
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Arozzi North America
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • DXRacer USA LLC
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • GT Omega LTD
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Impakt SA
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Secretlab US, Inc.
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Vertagear Inc
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員
    • Brazen Gaming Limited
      • 公司詳情
      • 產品與服務
      • 財務(根據可用性)
      • 主要市場焦點和地域分佈
      • 最近的發展
      • 主要管理人員

第 17 章:策略建議/行動計劃

  • 重點關注領域
  • 目標類型
  • 目標配銷通路

第 18 章:關於我們與免責聲明

(註:公司名單可依客戶要求客製化。)

簡介目錄
Product Code: 15179

The global gaming chair market is anticipated to grow during the forecast period due to the advancement in technology, and the availability of high-speed internet connectivity.

Gaming chairs are designed for video game enthusiasts. These chairs provide lumbar support and a head cushion to make gaming enjoyable. Experienced and committed players need a gaming chair. These chairs come in a wide range of sizes, colors, and designs. For players who log in for an average of six hours every day, gaming chairs are a need.

A gaming chair improves flexibility and comfort by offering professional gamers the ergonomic support they need for extended periods of time. Its caster wheels, armrests, swiveling bases, and adjustability options lessen the physical strain placed on the body while playing video games. Presently, a number of producers are releasing cutting-edge variations with extra features like speakers, retractable footrests, built-in massage devices, and red, green, and blue (RGB) lighting systems, in a variety of hues and patterns.

Market Overview
Forecast Period2024-2028
Market Size 2022USD 1.2 Billion
Market Size 2028USD 1.8 Billion
CAGR 2023-20287.9%
Fastest Growing SegmentOnline
Largest MarketEurope

Some of the common impacts that gamers encounter includes prolonged sitting, postural stress, and inactivity. There is a growing demand for gaming chairs to promote healthy blood flow throughout the body because these impacts can cause major health problems like obesity, muscle problems, and carpal tunnel syndrome. According to the World Health Organization, musculoskeletal diseases affect over 1.71 billion persons globally. The most common cause of disability worldwide is musculoskeletal illness, with low back pain ranking first in 160 different nations.

Increasing Number of Product Launches Boosts Market

New products are being introduced by companies to attract and satisfy the needs of customers, which will boost demand and support the global expansion of the gaming chair market. For instance, in 2022, Razer introduced the Razer Enki Pro, a Lamborghini-inspired gaming chair. With a predominantly black style and orange accents, this new special edition of the Razer Enki Pro is intended to resemble the seat upholstery and stitching of Lamborghini sports cars. The concept is somewhat reminiscent of past special editions of the Enki Pro, such as those made in collaboration with Williams Racing and Koenigsegg. The chair has a magnetic head cushion, dual-density backrest, Alcantara upholstery, and a dial for simple recline adjustment. Also, in 2022, Cambium Retail launched Nexlev gaming chairs. The memory foam neck rest, cushion, and multi-directional armrests are included with the Nexlev Falcon & Maverick Series Gaming Chair. It also has superior fabric. It has a tough base, a powerful mechanism, and an elegant gas lift.

Rising Collaborations Among Companies Aids Market Growth

Companies are adopting new marketing strategies such as acquisitions, mergers, partnerships, and collaborations for attracting and satisfying the needs of consumers. For instance, in 2022, Revenant Esports, an esports organization, signed Cybeart as its official gaming chair partner for the upcoming season. In the period of this collaboration, Cybeart will create unique seats specifically for tournaments, Revenant's boot camp, and a variety of gaming rosters and creators. Additionally, in 2022, Anda Seat launched the New Phantom 3 Six Invitational 2022 Edition gaming chair. The Anda Seat Rainbow Six Invitation 2022 Edition gaming chair is made in collaboration with Ubisoft to offer the utmost support and comfort to improve the gaming or working experience. Therefore, the rising mergers, acquisitions, and partnerships between companies fuel the gaming chair market globally during the forecast period.

Surging Popularity of the Video Gaming Industry Fuels Product Demand

The market for gaming chairs is expected to increase quickly in the near future due to the increasing popularity of video games. The gaming chairs are drawing more customers and seeing an increase in sales year over year due to the comfortable seating position they offer as well as additional benefits like extended back and neck support with the high padded backrest, height-adjustable armrests, tilt, and steady support offered by the base. Premium chair features like 4D armrests, gel cold foam, detachable footrests, carbon-look coverings, and 135-degree adjustable backrests are predicted to become standard features in the future product lines offered by gaming chair brands due to an increase in customers looking for all or some of these value-added features in chairs. Therefore, the rising popularity of the video gaming industry globally fuels the demand for the gaming chair market globally during the forecast period.

Innovative Offerings Drive Market Growth

The development of gaming chairs with added features like heated pads, LED strip lights, vibrating massagers, and other things would be beneficial to gamers in every way. These new capabilities are projected to be the game changer in the gaming chair sector, and their acceptance could increase sales. Gamers enjoy attractive items, and they often set up their gaming tables to lift their spirits. For instance, Goplus offers an LED-light massage gaming chair. The lumbar massage function of the massage gaming chair is powered by two motors located in the waist cushion, offering the utmost comfort and relaxation. This gaming chair has a removable headrest and waist pillow that adjusts to the shape of the human body and relieves back discomfort from extended periods of work or gaming. Therefore, the innovative offerings in the products by the companies fuel the market for gaming chairs globally during the forecast period.

Market Segmentation:

The global gaming chair market is segmented into type, material, application, distribution channel, region and competitive landscape. Based on the type, the market is segmented into PC gaming chair, hybrid gaming chair, platform gaming chairs, and others. Based on the material, the market is segmented into PU leather, PVC leather, and others. Based on the application, the market is segmented into residential and commercial. Based on the distribution channel, the market is segmented into supermarkets/hypermarkets, specialty stores, online and non-retail.

Company Profiles

Ace Casual Furniture, AKRacing America Inc., Corsair Components, Inc., Arozzi North America, DXRacer USA LLC, GT Omega LTD, Impakt S.A., Secretlab US, Inc., Vertagear Inc, Brazen Gaming Limited, etc. are the major market players in the global gaming chair market.

Report Scope:

In this report, the global gaming chair market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Gaming Chair Market, By Type:

  • PC Gaming Chair
  • Hybrid Gaming Chair
  • Platform Gaming Chair
  • Others

Gaming Chair Market, By Material:

  • PU Leather
  • PVC Leather
  • Others

Gaming Chair Market, By Application:

  • Residential
  • Commercial

Gaming Chair Market, By Distribution Channel:

  • Supermarkets/Hypermarkets
  • Specialty Stores
  • Online
  • Non-Retail

Gaming Chair Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Asia-Pacific
    • China
    • India
    • Japan
    • South Korea
    • Australia
  • Europe
    • Germany
    • France
    • United Kingdom
    • Italy
    • Spain
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • Saudi Arabia
    • UAE
    • South Africa
    • Turkey

Competitive Landscape:

Company Profiles: Detailed analysis of the major companies present in the global gaming chair market.

Available Customizations:

With the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information:

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

ntroduction

  • 1.1. Market Overview
  • 1.2. Key Highlights of the Report
  • 1.3. Market Coverage
  • 1.4. Market Segments Covered
  • 1.5. Research Tenure Considered

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Market Overview
  • 3.2. Market Forecast
  • 3.3. Key Regions
  • 3.4. Key Segments

4. Voice of Customer Analysis (B2C Model Analysis)

  • 4.1. Brand Awareness
  • 4.2. Factors Influencing Purchase Decision
  • 4.3. Challenges Faced After Purchase

5. Global Gaming Chair Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Type Market Share Analysis (PC Gaming Chair, Hybrid Gaming Chair, Platform Gaming Chair, Others)
    • 5.2.2. By Material Market Share Analysis (PU Leather, PVC Leather, Others)
    • 5.2.3. By Application Market Share Analysis (Residential, Commercial)
    • 5.2.4. By Distribution Channel Market Share Analysis (Supermarkets/Hypermarkets, Specialty Stores, Online and Non-Retail)
    • 5.2.5. By Regional Market Share Analysis
      • 5.2.5.1. North America Market Share Analysis
      • 5.2.5.2. Europe Market Share Analysis
      • 5.2.5.3. Asia-Pacific Market Share Analysis
      • 5.2.5.4. Middle East & Africa Market Share Analysis
      • 5.2.5.5. South America Market Share Analysis
    • 5.2.6. By Top 5 Companies Market Share Analysis, Others (2022)
  • 5.3. Global Gaming Chair Mapping & Opportunity Assessment
    • 5.3.1. By Type Market Mapping & Opportunity Assessment
    • 5.3.2. By Material Market Mapping & Opportunity Assessment
    • 5.3.3. By Application Market Mapping & Opportunity Assessment
    • 5.3.4. By Distribution Channel Market Mapping & Opportunity Assessment
    • 5.3.5. By Regional Market Mapping & Opportunity Assessment

6. North America Gaming Chair Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type Market Share Analysis
    • 6.2.2. By Material Market Share Analysis
    • 6.2.3. By Application Market Share Analysis
    • 6.2.4. By Distribution Channel Market Share Analysis
    • 6.2.5. By Country Market Share Analysis
      • 6.2.5.1. United States Gaming Chair Market Outlook
        • 6.2.5.1.1. Market Size & Forecast
        • 6.2.5.1.1.1. By Value
        • 6.2.5.1.2. Market Share & Forecast
        • 6.2.5.1.2.1. By Type Market Share Analysis
        • 6.2.5.1.2.2. By Material Market Share Analysis
        • 6.2.5.1.2.3. By Application Market Share Analysis
        • 6.2.5.1.2.4. By Distribution Channel Market Share Analysis
      • 6.2.5.2. Canada Gaming Chair Market Outlook
        • 6.2.5.2.1. Market Size & Forecast
        • 6.2.5.2.1.1. By Value
        • 6.2.5.2.2. Market Share & Forecast
        • 6.2.5.2.2.1. By Type Market Share Analysis
        • 6.2.5.2.2.2. By Material Market Share Analysis
        • 6.2.5.2.2.3. By Application Market Share Analysis
        • 6.2.5.2.2.4. By Distribution Channel Market Share Analysis
      • 6.2.5.3. Mexico Gaming Chair Market Outlook
        • 6.2.5.3.1. Market Size & Forecast
        • 6.2.5.3.1.1. By Value
        • 6.2.5.3.2. Market Share & Forecast
        • 6.2.5.3.2.1. By Type Market Share Analysis
        • 6.2.5.3.2.2. By Material Market Share Analysis
        • 6.2.5.3.2.3. By Application Market Share Analysis
        • 6.2.5.3.2.4. By Distribution Channel Market Share Analysis

7. Europe Gaming Chair Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type Market Share Analysis
    • 7.2.2. By Material Market Share Analysis
    • 7.2.3. By Application Market Share Analysis
    • 7.2.4. By Distribution Channel Market Share Analysis
    • 7.2.5. By Country Market Share Analysis
      • 7.2.5.1. Germany Gaming Chair Market Outlook
        • 7.2.5.1.1. Market Size & Forecast
        • 7.2.5.1.1.1. By Value
        • 7.2.5.1.2. Market Share & Forecast
        • 7.2.5.1.2.1. By Type Market Share Analysis
        • 7.2.5.1.2.2. By Material Market Share Analysis
        • 7.2.5.1.2.3. By Application Market Share Analysis
        • 7.2.5.1.2.4. By Distribution Channel Market Share Analysis
      • 7.2.5.2. France Gaming Chair Market Outlook
        • 7.2.5.2.1. Market Size & Forecast
        • 7.2.5.2.1.1. By Value
        • 7.2.5.2.2. Market Share & Forecast
        • 7.2.5.2.2.1. By Type Market Share Analysis
        • 7.2.5.2.2.2. By Material Market Share Analysis
        • 7.2.5.2.2.3. By Application Market Share Analysis
        • 7.2.5.2.2.4. By Distribution Channel Market Share Analysis
      • 7.2.5.3. United Kingdom Gaming Chair Market Outlook
        • 7.2.5.3.1. Market Size & Forecast
        • 7.2.5.3.1.1. By Value
        • 7.2.5.3.2. Market Share & Forecast
        • 7.2.5.3.2.1. By Type Market Share Analysis
        • 7.2.5.3.2.2. By Material Market Share Analysis
        • 7.2.5.3.2.3. By Application Market Share Analysis
        • 7.2.5.3.2.4. By Distribution Channel Market Share Analysis
      • 7.2.5.4. Italy Gaming Chair Market Outlook
        • 7.2.5.4.1. Market Size & Forecast
        • 7.2.5.4.1.1. By Value
        • 7.2.5.4.2. Market Share & Forecast
        • 7.2.5.4.2.1. By Type Market Share Analysis
        • 7.2.5.4.2.2. By Material Market Share Analysis
        • 7.2.5.4.2.3. By Application Market Share Analysis
        • 7.2.5.4.2.4. By Distribution Channel Market Share Analysis
      • 7.2.5.5. Spain Gaming Chair Market Outlook
        • 7.2.5.5.1. Market Size & Forecast
        • 7.2.5.5.1.1. By Value
        • 7.2.5.5.2. Market Share & Forecast
        • 7.2.5.5.2.1. By Type Market Share Analysis
        • 7.2.5.5.2.2. By Material Market Share Analysis
        • 7.2.5.5.2.3. By Application Market Share Analysis
        • 7.2.5.5.2.4. By Distribution Channel Market Share Analysis

8. Asia-Pacific Gaming Chair Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type Market Share Analysis
    • 8.2.2. By Material Market Share Analysis
    • 8.2.3. By Application Market Share Analysis
    • 8.2.4. By Distribution Channel Market Share Analysis
    • 8.2.5. By Country Market Share Analysis
      • 8.2.5.1. China Gaming Chair Market Outlook
        • 8.2.5.1.1. Market Size & Forecast
        • 8.2.5.1.1.1. By Value
        • 8.2.5.1.2. Market Share & Forecast
        • 8.2.5.1.2.1. By Type Market Share Analysis
        • 8.2.5.1.2.2. By Material Market Share Analysis
        • 8.2.5.1.2.3. By Application Market Share Analysis
        • 8.2.5.1.2.4. By Distribution Channel Market Share Analysis
      • 8.2.5.2. India Gaming Chair Market Outlook
        • 8.2.5.2.1. Market Size & Forecast
        • 8.2.5.2.1.1. By Value
        • 8.2.5.2.2. Market Share & Forecast
        • 8.2.5.2.2.1. By Type Market Share Analysis
        • 8.2.5.2.2.2. By Material Market Share Analysis
        • 8.2.5.2.2.3. By Application Market Share Analysis
        • 8.2.5.2.2.4. By Distribution Channel Market Share Analysis
      • 8.2.5.3. Japan Gaming Chair Market Outlook
        • 8.2.5.3.1. Market Size & Forecast
        • 8.2.5.3.1.1. By Value
        • 8.2.5.3.2. Market Share & Forecast
        • 8.2.5.3.2.1. By Type Market Share Analysis
        • 8.2.5.3.2.2. By Material Market Share Analysis
        • 8.2.5.3.2.3. By Application Market Share Analysis
        • 8.2.5.3.2.4. By Distribution Channel Market Share Analysis
      • 8.2.5.4. South Korea Gaming Chair Market Outlook
        • 8.2.5.4.1. Market Size & Forecast
        • 8.2.5.4.1.1. By Value
        • 8.2.5.4.2. Market Share & Forecast
        • 8.2.5.4.2.1. By Type Market Share Analysis
        • 8.2.5.4.2.2. By Material Market Share Analysis
        • 8.2.5.4.2.3. By Application Market Share Analysis
        • 8.2.5.4.2.4. By Distribution Channel Market Share Analysis
      • 8.2.5.5. Australia Gaming Chair Market Outlook
        • 8.2.5.5.1. Market Size & Forecast
        • 8.2.5.5.1.1. By Value
        • 8.2.5.5.2. Market Share & Forecast
        • 8.2.5.5.2.1. By Type Market Share Analysis
        • 8.2.5.5.2.2. By Material Market Share Analysis
        • 8.2.5.5.2.3. By Application Market Share Analysis
        • 8.2.5.5.2.4. By Distribution Channel Market Share Analysis

9. Middle East & Africa Gaming Chair Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type Market Share Analysis
    • 9.2.2. By Material Market Share Analysis
    • 9.2.3. By Application Market Share Analysis
    • 9.2.4. By Distribution Channel Market Share Analysis
    • 9.2.5. By Country Market Share Analysis
      • 9.2.5.1. Saudi Arabia Gaming Chair Market Outlook
        • 9.2.5.1.1. Market Size & Forecast
        • 9.2.5.1.1.1. By Value
        • 9.2.5.1.2. Market Share & Forecast
        • 9.2.5.1.2.1. By Type Market Share Analysis
        • 9.2.5.1.2.2. By Material Market Share Analysis
        • 9.2.5.1.2.3. By Application Market Share Analysis
        • 9.2.5.1.2.4. By Distribution Channel Market Share Analysis
      • 9.2.5.2. UAE Gaming Chair Market Outlook
        • 9.2.5.2.1. Market Size & Forecast
        • 9.2.5.2.1.1. By Value
        • 9.2.5.2.2. Market Share & Forecast
        • 9.2.5.2.2.1. By Type Market Share Analysis
        • 9.2.5.2.2.2. By Material Market Share Analysis
        • 9.2.5.2.2.3. By Application Market Share Analysis
        • 9.2.5.2.2.4. By Distribution Channel Market Share Analysis
      • 9.2.5.3. South Africa Gaming Chair Market Outlook
        • 9.2.5.3.1. Market Size & Forecast
        • 9.2.5.3.1.1. By Value
        • 9.2.5.3.2. Market Share & Forecast
        • 9.2.5.3.2.1. By Type Market Share Analysis
        • 9.2.5.3.2.2. By Material Market Share Analysis
        • 9.2.5.3.2.3. By Application Market Share Analysis
        • 9.2.5.3.2.4. By Distribution Channel Market Share Analysis
      • 9.2.5.4. Turkey Gaming Chair Market Outlook
        • 9.2.5.4.1. Market Size & Forecast
        • 9.2.5.4.1.1. By Value
        • 9.2.5.4.2. Market Share & Forecast
        • 9.2.5.4.2.1. By Type Market Share Analysis
        • 9.2.5.4.2.2. By Material Market Share Analysis
        • 9.2.5.4.2.3. By Application Market Share Analysis
        • 9.2.5.4.2.4. By Distribution Channel Market Share Analysis

10. South America Gaming Chair Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Type Market Share Analysis
    • 10.2.2. By Material Market Share Analysis
    • 10.2.3. By Application Market Share Analysis
    • 10.2.4. By Distribution Channel Market Share Analysis
    • 10.2.5. By Country Market Share Analysis
      • 10.2.5.1. Brazil Gaming Chair Market Outlook
        • 10.2.5.1.1. Market Size & Forecast
        • 10.2.5.1.1.1. By Value
        • 10.2.5.1.2. Market Share & Forecast
        • 10.2.5.1.2.1. By Type Market Share Analysis
        • 10.2.5.1.2.2. By Material Market Share Analysis
        • 10.2.5.1.2.3. By Application Market Share Analysis
        • 10.2.5.1.2.4. By Distribution Channel Market Share Analysis
      • 10.2.5.2. Colombia Gaming Chair Market Outlook
        • 10.2.5.2.1. Market Size & Forecast
        • 10.2.5.2.1.1. By Value
        • 10.2.5.2.2. Market Share & Forecast
        • 10.2.5.2.2.1. By Type Market Share Analysis
        • 10.2.5.2.2.2. By Material Market Share Analysis
        • 10.2.5.2.2.3. By Application Market Share Analysis
        • 10.2.5.2.2.4. By Distribution Channel Market Share Analysis
      • 10.2.5.3. Argentina Gaming Chair Market Outlook
        • 10.2.5.3.1. Market Size & Forecast
        • 10.2.5.3.1.1. By Value
        • 10.2.5.3.2. Market Share & Forecast
        • 10.2.5.3.2.1. By Type Market Share Analysis
        • 10.2.5.3.2.2. By Material Market Share Analysis
        • 10.2.5.3.2.3. By Application Market Share Analysis
        • 10.2.5.3.2.4. By Distribution Channel Market Share Analysis

11. Market Dynamics

  • 11.1. Drivers
    • 11.1.1. Rising internet penetration
    • 11.1.2. Increasing mergers & acquisitions among companies
    • 11.1.3. Growing number of product launches
  • 11.2. Challenges
    • 11.2.1. Higher cost
    • 11.2.2. Increasing frequency of serious health issues

12. Impact of COVID-19 on the Global Gaming Chair Market

  • 12.1. Impact Assessment Model
    • 12.1.1. Key Segments Impacted
    • 12.1.2. Key Regions Impacted
    • 12.1.3. Key Countries Impacted
    • 12.1.4. Key Distribution Channel Impacted

13. Market Trends & Developments

  • 13.1. Increasing the popularity of video gaming industry
  • 13.2. Growing number of game cafes
  • 13.3. Rising popularity of social media platforms
  • 13.4. Technological upgradation
  • 13.5. Availability of high-speed connectivity

14. Porter's Five Forces Model

  • 14.1. Competitive Rivalry
  • 14.2. Bargaining Power of Buyers
  • 14.3. Bargaining Power of Suppliers
  • 14.4. Threat of New Entrants
  • 14.5. Threat of Substitutes

15. SWOT Analysis

  • 15.1. Strengths
  • 15.2. Weaknesses
  • 15.3. Opportunities
  • 15.4. Threats

16. Competitive Landscape

  • 16.1. Company Profiles
    • 16.1.1. Ace Casual Furniture
      • 16.1.1.1. Company Details
      • 16.1.1.2. Product & Services
      • 16.1.1.3. Financials (As Per Availability)
      • 16.1.1.4. Key Market Focus & Geographical Presence
      • 16.1.1.5. Recent Developments
      • 16.1.1.6. Key Management Personnel
    • 16.1.2. AKRacing America Inc.
      • 16.1.2.1. Company Details
      • 16.1.2.2. Product & Services
      • 16.1.2.3. Financials (As Per Availability)
      • 16.1.2.4. Key Market Focus & Geographical Presence
      • 16.1.2.5. Recent Developments
      • 16.1.2.6. Key Management Personnel
    • 16.1.3. Corsair Components, Inc.
      • 16.1.3.1. Company Details
      • 16.1.3.2. Product & Services
      • 16.1.3.3. Financials (As Per Availability)
      • 16.1.3.4. Key Market Focus & Geographical Presence
      • 16.1.3.5. Recent Developments
      • 16.1.3.6. Key Management Personnel
    • 16.1.4. Arozzi North America
      • 16.1.4.1. Company Details
      • 16.1.4.2. Product & Services
      • 16.1.4.3. Financials (As Per Availability)
      • 16.1.4.4. Key Market Focus & Geographical Presence
      • 16.1.4.5. Recent Developments
      • 16.1.4.6. Key Management Personnel
    • 16.1.5. DXRacer USA LLC
      • 16.1.5.1. Company Details
      • 16.1.5.2. Product & Services
      • 16.1.5.3. Financials (As Per Availability)
      • 16.1.5.4. Key Market Focus & Geographical Presence
      • 16.1.5.5. Recent Developments
      • 16.1.5.6. Key Management Personnel
    • 16.1.6. GT Omega LTD
      • 16.1.6.1. Company Details
      • 16.1.6.2. Product & Services
      • 16.1.6.3. Financials (As Per Availability)
      • 16.1.6.4. Key Market Focus & Geographical Presence
      • 16.1.6.5. Recent Developments
      • 16.1.6.6. Key Management Personnel
    • 16.1.7. Impakt S.A.
      • 16.1.7.1. Company Details
      • 16.1.7.2. Product & Services
      • 16.1.7.3. Financials (As Per Availability)
      • 16.1.7.4. Key Market Focus & Geographical Presence
      • 16.1.7.5. Recent Developments
      • 16.1.7.6. Key Management Personnel
    • 16.1.8. Secretlab US, Inc.
      • 16.1.8.1. Company Details
      • 16.1.8.2. Product & Services
      • 16.1.8.3. Financials (As Per Availability)
      • 16.1.8.4. Key Market Focus & Geographical Presence
      • 16.1.8.5. Recent Developments
      • 16.1.8.6. Key Management Personnel
    • 16.1.9. Vertagear Inc
      • 16.1.9.1. Company Details
      • 16.1.9.2. Product & Services
      • 16.1.9.3. Financials (As Per Availability)
      • 16.1.9.4. Key Market Focus & Geographical Presence
      • 16.1.9.5. Recent Developments
      • 16.1.9.6. Key Management Personnel
    • 16.1.10. Brazen Gaming Limited
      • 16.1.10.1. Company Details
      • 16.1.10.2. Product & Services
      • 16.1.10.3. Financials (As Per Availability)
      • 16.1.10.4. Key Market Focus & Geographical Presence
      • 16.1.10.5. Recent Developments
      • 16.1.10.6. Key Management Personnel

17. Strategic Recommendations/Action Plan

  • 17.1. Key Focus Areas
  • 17.2. Target Type
  • 17.3. Target Distribution Channel

18. About Us & Disclaimer

(Note: The companies list can be customized based on the client requirements.)