Gaming Chairs Market Developments by 2031
Gaming chairs are comfortable chairs that support the user's posture and reduces the risk of back pain. They are specifically designed to offer the best sitting experience over a long period of time. Although they are ideally designed to be used by gamers, they are suitable for anyone who sits continuously for several hours throughout the day, thus finding application in offices, homes, and gaming centres. Usually, gaming chairs have a high backrest offering lumbar support.
MARKET DYNAMICS
There is an unprecedented growth of the online gaming industry due to various factors such as technological advancements, availability of high-speed internet connectivity, efficient hardware performance and launch of new video games. The growing popularity of console and PC gaming is expected to increase the demand for gaming chairs. Moreover, the rising number of game cafes and gaming centres across the world has led to the strengthening of global gaming chairs market. Furthermore, the health benefits of ergonomic gaming chairs such as full-lumbar support and comfortable posture are driving the demand for gaming chairs.
MARKET SCOPE
The "Global Gaming Chairs Market Analysis to 2031" is a specialized and in-depth study of the consumer goods industry with a particular focus on the global market trend analysis. The report aims to provide an overview of the gaming chairs market with detailed market segmentation by type, and end user. The global gaming chairs market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading gaming chairs market players and offers key trends and opportunities in the market.
MARKET SEGMENTATION
The global gaming chairs market is segmented into type, and end user. By type, the gaming chairs market is classified into PC Gaming Chairs, Platform Gaming Chairs, and Hybrids. By end user, the gaming chairs market is segmented as Residential, and Commercial.
REGIONAL FRAMEWORK
The report provides a detailed overview of the industry, including both qualitative and quantitative information. It provides an overview and forecast of the global gaming chairs market based on various segments. It also provides market size and forecast estimates from the year 2017 to 2031 concerning five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA), and South America. The gaming chairs market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally, along with the current trend and opportunities prevailing in the region.
The report analyzes factors affecting the gaming chairs market from both demand and supply side. Further, it evaluates market dynamics affecting the market during the forecast period, i.e., drivers, restraints, opportunities, and future trends. The report also provides exhaustive PEST analysis for all five regions, namely, North America, Europe, APAC, MEA, and South America, after evaluating political, economic, social, and technological factors affecting the gaming chairs market in these regions.
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The report provides a detailed overview of the industry, including both qualitative and quantitative information. It provides an overview and forecast of the global gaming chairs market based on various segments. It also provides market size and forecast estimates from the year 2017 to 2031 concerning five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA), and South America. The gaming chairs market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally, along with the current trend and opportunities prevailing in the region.
The report analyzes factors affecting the gaming chairs market from both demand and supply side. Further, it evaluates market dynamics affecting the market during the forecast period, i.e., drivers, restraints, opportunities, and future trends. The report also provides exhaustive PEST analysis for all five regions, namely, North America, Europe, APAC, MEA, and South America, after evaluating political, economic, social, and technological factors affecting the gaming chairs market in these regions.
MARKET PLAYERS
The report covers vital developments in the gaming chairs market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals, and others, such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions and partnerships & collaborations. These activities have paved the way for the expansion of business and customer base of market players. The market players from the gaming chairs market are anticipated to lucrative growth opportunities in the future with the rising demand for gaming chairs in the global market. below mentioned is the list of few companies engaged in the gaming chairs market.
The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the gaming chairs market. Besides, the report focuses on leading industry players with information such as company profiles, components, and services offered, financial information of the last three years, the critical development in the past five years.
- Corsair
- DXRacer
- GT Omega Racing Ltd
- Secretlab
- Vertagear
- Clutch Chairz US
- Herman Miller Inc.
- Cooler Master Technology Inc.
- Arozzi North America
- Brazen Gaming Chairs
- Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
- Request discounts available for Start-Ups & Universities
Report Coverage
Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends
Segment Covered
This text is related
to segments covered.
Regional Scope
North America, Europe, Asia Pacific, Middle East & Africa, South & Central America
Country Scope
This text is related
to country scope.
1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Gaming Chairs Market - By Type
1.3.2 Gaming Chairs Market - By End User
1.3.3 Gaming Chairs Market - By Region
1.3.3.1 By Country
2. KEY TAKEAWAYS
3. RESEARCH METHODOLOGY
4. GAMING CHAIRS MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PORTER'S FIVE FORCES ANALYSIS
4.2.1 Bargaining Power of Buyers
4.2.1 Bargaining Power of Suppliers
4.2.1 Threat of Substitute
4.2.1 Threat of New Entrants
4.2.1 Competitive Rivalry
4.3. EXPERT OPINIONS
5. GAMING CHAIRS MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS
6. GAMING CHAIRS MARKET - GLOBAL MARKET ANALYSIS
6.1. GAMING CHAIRS - GLOBAL MARKET OVERVIEW
6.2. GAMING CHAIRS - GLOBAL MARKET AND FORECAST TO 2028
6.3. MARKET POSITIONING/MARKET SHARE
7. GAMING CHAIRS MARKET - REVENUE AND FORECASTS TO 2028 - TYPE
7.1. OVERVIEW
7.2. TYPE MARKET FORECASTS AND ANALYSIS
7.3. PC GAMING CHAIRS
7.3.1. Overview
7.3.2. PC Gaming Chairs Market Forecast and Analysis
7.4. PLATFORM GAMING CHAIRS
7.4.1. Overview
7.4.2. Platform Gaming Chairs Market Forecast and Analysis
7.5. HYBRIDS
7.5.1. Overview
7.5.2. Hybrids Market Forecast and Analysis
8. GAMING CHAIRS MARKET - REVENUE AND FORECASTS TO 2028 - END USER
8.1. OVERVIEW
8.2. END USER MARKET FORECASTS AND ANALYSIS
8.3. RESIDENTIAL
8.3.1. Overview
8.3.2. Residential Market Forecast and Analysis
8.4. COMMERCIAL
8.4.1. Overview
8.4.2. Commercial Market Forecast and Analysis
9. GAMING CHAIRS MARKET REVENUE AND FORECASTS TO 2028 - GEOGRAPHICAL ANALYSIS
9.1. NORTH AMERICA
9.1.1 North America Gaming Chairs Market Overview
9.1.2 North America Gaming Chairs Market Forecasts and Analysis
9.1.3 North America Gaming Chairs Market Forecasts and Analysis - By Type
9.1.4 North America Gaming Chairs Market Forecasts and Analysis - By End User
9.1.5 North America Gaming Chairs Market Forecasts and Analysis - By Countries
9.1.5.1 Canada Gaming Chairs Market
9.1.5.1.1 Canada Gaming Chairs Market by Type
9.1.5.1.2 Canada Gaming Chairs Market by End User
9.1.5.2 Mexico Gaming Chairs Market
9.1.5.2.1 Mexico Gaming Chairs Market by Type
9.1.5.2.2 Mexico Gaming Chairs Market by End User
9.1.5.3 US Gaming Chairs Market
9.1.5.3.1 US Gaming Chairs Market by Type
9.1.5.3.2 US Gaming Chairs Market by End User
9.2. EUROPE
9.2.1 Europe Gaming Chairs Market Overview
9.2.2 Europe Gaming Chairs Market Forecasts and Analysis
9.2.3 Europe Gaming Chairs Market Forecasts and Analysis - By Type
9.2.4 Europe Gaming Chairs Market Forecasts and Analysis - By End User
9.2.5 Europe Gaming Chairs Market Forecasts and Analysis - By Countries
9.2.5.1 Germany Gaming Chairs Market
9.2.5.1.1 Germany Gaming Chairs Market by Type
9.2.5.1.2 Germany Gaming Chairs Market by End User
9.2.5.2 France Gaming Chairs Market
9.2.5.2.1 France Gaming Chairs Market by Type
9.2.5.2.2 France Gaming Chairs Market by End User
9.2.5.3 Italy Gaming Chairs Market
9.2.5.3.1 Italy Gaming Chairs Market by Type
9.2.5.3.2 Italy Gaming Chairs Market by End User
9.2.5.4 United Kingdom Gaming Chairs Market
9.2.5.4.1 United Kingdom Gaming Chairs Market by Type
9.2.5.4.2 United Kingdom Gaming Chairs Market by End User
9.2.5.5 Russia Gaming Chairs Market
9.2.5.5.1 Russia Gaming Chairs Market by Type
9.2.5.5.2 Russia Gaming Chairs Market by End User
9.2.5.6 Rest of Europe Gaming Chairs Market
9.2.5.6.1 Rest of Europe Gaming Chairs Market by Type
9.2.5.6.2 Rest of Europe Gaming Chairs Market by End User
9.3. ASIA-PACIFIC
9.3.1 Asia-Pacific Gaming Chairs Market Overview
9.3.2 Asia-Pacific Gaming Chairs Market Forecasts and Analysis
9.3.3 Asia-Pacific Gaming Chairs Market Forecasts and Analysis - By Type
9.3.4 Asia-Pacific Gaming Chairs Market Forecasts and Analysis - By End User
9.3.5 Asia-Pacific Gaming Chairs Market Forecasts and Analysis - By Countries
9.3.5.1 Australia Gaming Chairs Market
9.3.5.1.1 Australia Gaming Chairs Market by Type
9.3.5.1.2 Australia Gaming Chairs Market by End User
9.3.5.2 China Gaming Chairs Market
9.3.5.2.1 China Gaming Chairs Market by Type
9.3.5.2.2 China Gaming Chairs Market by End User
9.3.5.3 India Gaming Chairs Market
9.3.5.3.1 India Gaming Chairs Market by Type
9.3.5.3.2 India Gaming Chairs Market by End User
9.3.5.4 Japan Gaming Chairs Market
9.3.5.4.1 Japan Gaming Chairs Market by Type
9.3.5.4.2 Japan Gaming Chairs Market by End User
9.3.5.5 South Korea Gaming Chairs Market
9.3.5.5.1 South Korea Gaming Chairs Market by Type
9.3.5.5.2 South Korea Gaming Chairs Market by End User
9.3.5.6 Rest of Asia-Pacific Gaming Chairs Market
9.3.5.6.1 Rest of Asia-Pacific Gaming Chairs Market by Type
9.3.5.6.2 Rest of Asia-Pacific Gaming Chairs Market by End User
9.4. MIDDLE EAST AND AFRICA
9.4.1 Middle East and Africa Gaming Chairs Market Overview
9.4.2 Middle East and Africa Gaming Chairs Market Forecasts and Analysis
9.4.3 Middle East and Africa Gaming Chairs Market Forecasts and Analysis - By Type
9.4.4 Middle East and Africa Gaming Chairs Market Forecasts and Analysis - By End User
9.4.5 Middle East and Africa Gaming Chairs Market Forecasts and Analysis - By Countries
9.4.5.1 South Africa Gaming Chairs Market
9.4.5.1.1 South Africa Gaming Chairs Market by Type
9.4.5.1.2 South Africa Gaming Chairs Market by End User
9.4.5.2 Saudi Arabia Gaming Chairs Market
9.4.5.2.1 Saudi Arabia Gaming Chairs Market by Type
9.4.5.2.2 Saudi Arabia Gaming Chairs Market by End User
9.4.5.3 U.A.E Gaming Chairs Market
9.4.5.3.1 U.A.E Gaming Chairs Market by Type
9.4.5.3.2 U.A.E Gaming Chairs Market by End User
9.4.5.4 Rest of Middle East and Africa Gaming Chairs Market
9.4.5.4.1 Rest of Middle East and Africa Gaming Chairs Market by Type
9.4.5.4.2 Rest of Middle East and Africa Gaming Chairs Market by End User
9.5. SOUTH AND CENTRAL AMERICA
9.5.1 South and Central America Gaming Chairs Market Overview
9.5.2 South and Central America Gaming Chairs Market Forecasts and Analysis
9.5.3 South and Central America Gaming Chairs Market Forecasts and Analysis - By Type
9.5.4 South and Central America Gaming Chairs Market Forecasts and Analysis - By End User
9.5.5 South and Central America Gaming Chairs Market Forecasts and Analysis - By Countries
9.5.5.1 Brazil Gaming Chairs Market
9.5.5.1.1 Brazil Gaming Chairs Market by Type
9.5.5.1.2 Brazil Gaming Chairs Market by End User
9.5.5.2 Argentina Gaming Chairs Market
9.5.5.2.1 Argentina Gaming Chairs Market by Type
9.5.5.2.2 Argentina Gaming Chairs Market by End User
9.5.5.3 Rest of South and Central America Gaming Chairs Market
9.5.5.3.1 Rest of South and Central America Gaming Chairs Market by Type
9.5.5.3.2 Rest of South and Central America Gaming Chairs Market by End User
10. INDUSTRY LANDSCAPE
10.1. MERGERS AND ACQUISITIONS
10.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
10.3. NEW PRODUCT LAUNCHES
10.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS
11. GAMING CHAIRS MARKET, KEY COMPANY PROFILES
11.1. CORSAIR
11.1.1. Key Facts
11.1.2. Business Description
11.1.3. Products and Services
11.1.4. Financial Overview
11.1.5. SWOT Analysis
11.1.6. Key Developments
11.2. DXRACER
11.2.1. Key Facts
11.2.2. Business Description
11.2.3. Products and Services
11.2.4. Financial Overview
11.2.5. SWOT Analysis
11.2.6. Key Developments
11.3. GT OMEGA RACING LTD
11.3.1. Key Facts
11.3.2. Business Description
11.3.3. Products and Services
11.3.4. Financial Overview
11.3.5. SWOT Analysis
11.3.6. Key Developments
11.4. SECRETLAB
11.4.1. Key Facts
11.4.2. Business Description
11.4.3. Products and Services
11.4.4. Financial Overview
11.4.5. SWOT Analysis
11.4.6. Key Developments
11.5. VERTAGEAR
11.5.1. Key Facts
11.5.2. Business Description
11.5.3. Products and Services
11.5.4. Financial Overview
11.5.5. SWOT Analysis
11.5.6. Key Developments
11.6. CLUTCH CHAIRZ US
11.6.1. Key Facts
11.6.2. Business Description
11.6.3. Products and Services
11.6.4. Financial Overview
11.6.5. SWOT Analysis
11.6.6. Key Developments
11.7. HERMAN MILLER INC.
11.7.1. Key Facts
11.7.2. Business Description
11.7.3. Products and Services
11.7.4. Financial Overview
11.7.5. SWOT Analysis
11.7.6. Key Developments
11.8. COOLER MASTER TECHNOLOGY INC.
11.8.1. Key Facts
11.8.2. Business Description
11.8.3. Products and Services
11.8.4. Financial Overview
11.8.5. SWOT Analysis
11.8.6. Key Developments
11.9. AROZZI NORTH AMERICA
11.9.1. Key Facts
11.9.2. Business Description
11.9.3. Products and Services
11.9.4. Financial Overview
11.9.5. SWOT Analysis
11.9.6. Key Developments
11.10. BRAZEN GAMING CHAIRS
11.10.1. Key Facts
11.10.2. Business Description
11.10.3. Products and Services
11.10.4. Financial Overview
11.10.5. SWOT Analysis
11.10.6. Key Developments
12. APPENDIX
12.1. ABOUT THE INSIGHT PARTNERS
12.2. GLOSSARY OF TERMS
1. Corsair
2. DXRacer
3. GT Omega Racing Ltd
4. Secretlab
5. Vertagear
6. Clutch Chairz US
7. Herman Miller Inc.
8. Cooler Master Technology Inc.
9. Arozzi North America
10. Brazen Gaming Chairs
The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.
- Data Collection and Secondary Research:
As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.
Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.
- Primary Research:
The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.
For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.
A typical research interview fulfils the following functions:
- Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
- Validates and strengthens in-house secondary research findings
- Develops the analysis team’s expertise and market understanding
Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:
- Industry participants: VPs, business development managers, market intelligence managers and national sales managers
- Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.
Below is the breakup of our primary respondents by company, designation, and region:
Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.
- Data Analysis:
Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.
- 3.1 Macro-Economic Factor Analysis:
We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.
- 3.2 Country Level Data:
Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.
- 3.3 Company Profile:
The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.
- 3.4 Developing Base Number:
Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.
- Data Triangulation and Final Review:
The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.
We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.
We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.