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The gaming chair market size is forecast to increase by USD 404.7 million between 2023 and 2027, accelerating at a CAGR of 7.2%. In 2017, the US held the largest market share projecting an annual revenue of USD 85.54 million. The report covers the Gaming Chair Market industry forecast and is segmented into Price categorized into mid-range, low-range, and high-range, Type categorized into table, hybrid, and platform, and Geography categorized into APAC, North America, Europe, South America, and Middle East and Africa. The market size, historical market size (2017-2021), and forecasts are provided on the basis of value (USD million) for all the above segments.
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In 2020, the regional market experienced a positive impact from the COVID-19 pandemic. Lockdowns and restrictions on movement led to an increased demand for recreational activities, including gaming. Consequently, the adoption of gaming chairs saw a notable uptick due to safety measures. Furthermore, the expanding popularity of online gaming in developing nations like India and the increased presence of gaming chair vendors in the region are anticipated to be key drivers of growth in the regional gaming chair market throughout the forecast period.
Growing PC gaming and gaming console market is a key factor boosting the market growth. In the digital age, the gaming industry is transforming with the rise of PC gaming and gaming consoles like Xbox and PlayStation. PC games are now primarily sold in digital formats via platforms such as Steam, eliminating the need for physical media. Major gaming companies like Electronic Arts have created their distribution platforms, such as Origin.
Second-tier players like Sega Corp., NVIDIA Corp., Valve Corp., Logitech Europe SA, and local Chinese gaming companies also contribute to the gaming console industry. New gaming console releases, aimed at attracting gamers, are driving the demand for gaming chairs globally. Individual gamers are adopting gaming consoles for a superior gaming experience with 4K resolution and HDR color technology. The increased demand for PC games and gaming consoles will have a direct impact on the growth of the global gaming chair market in the future.
The market share growth by the mid-range segment is estimated to witness significant growth during the forecast period.
The mid-range price segment was the largest and was valued at USD 189.45 million in 2017 and continued to grow by 2021. The average selling price (ASP) of mid-priced gaming chairs is approximately USD 150. Chairs in this section seem to be the same as office chairs. However, they have a height that is slightly lower than office chairs. The height of these gaming chairs can be adjusted to some extent, according to the height of the television or media device. This helps in reducing the strain on the neck. As these chairs have a lower height than office chairs, it becomes difficult for players to use them with a desktop gaming PC. The above-mentioned factors will increase the market growth during the forecast period.
Gaming Chair Market - Revenue Share by Mid-Range Segment, 2017-2027
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APAC is Dominating the Market
APAC holds 39% of the global market share. The Eastern region of APAC stands out as a gaming epicenter with a thriving demand for gaming chairs. Japan, in particular, leads in gaming technology innovations, with major hardware vendors like Sony and Nintendo headquartered there. Gaming chair manufacturers prioritize compatibility with the latest gaming machines from prominent gaming equipment makers. The substantial gaming community in the region significantly influences the market. However, the relatively high cost of gaming chairs has had a modest effect on growth, although this is changing swiftly as the purchasing power of the middle-class population in the area is on the rise.
Gaming Chair Market Size, By Region, Global, 2017-2027
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The Gaming Chair Market is fragmented in nature. Some significant players include Ace Casual Furniture, Aerocool Advanced Technologies Inc., AKRacing America Inc., Arozzi North America, Caseking GmbH.
The research report also includes detailed analyses of the competitive landscape of the market and information about 15 market companies, including:
AndaSeat, BRAZEN GAMING CHAIRS, Clutch Chairz USA Ltd., Corsair Gaming Inc., DXRacer USA LLC., GT Omega Racing Ltd., Herman Miller Inc., Impakt SA, LF Gaming, NOBLECHAIRS, Playseat BV, Raidmax, Roto VR Ltd., Secretlab SG Pte. Ltd., Thermaltake Technology Co. Ltd., ThunderX3, and Vertagear Inc
The report forecasts market growth by revenue at global, regional & country levels and provides an analysis of the latest trends and growth opportunities from 2017 to 2027. The market has been segmented by type, product, distribution channel, and region.
Gaming Chair Market Scope |
|
Report Coverage |
Details |
Page number |
155 |
Base year |
2022 |
Historic period |
2017 - 2021 |
Forecast period |
2023-2027 |
Growth momentum & CAGR |
Accelerate at a CAGR of 7.2% |
Market growth 2023-2027 |
USD 404.7 million |
Market structure |
Fragmented |
YoY growth 2022-2023(%) |
6.8 |
Regional analysis |
APAC, North America, Europe, South America, and Middle East and Africa |
Performing market contribution |
APAC at 39% |
Key countries |
US, China, Japan, Germany, and UK |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
Key companies profiled |
Ace Casual Furniture, Aerocool Advanced Technologies Inc., AKRacing America Inc., AndaSeat, Arozzi North America, BRAZEN GAMING CHAIRS, Caseking GmbH, Clutch Chairz USA Ltd., Corsair Gaming Inc., DXRacer USA LLC., GT Omega Racing Ltd., Herman Miller Inc., Impakt SA, LF Gaming, NOBLECHAIRS, Playseat BV, Raidmax, Roto VR Ltd., Secretlab SG Pte. Ltd., Thermaltake Technology Co. Ltd., ThunderX3, and Vertagear Inc |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis and future consumer dynamics, Market condition analysis for forecast period |
Customization purview |
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