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Gaming 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.
According to our (Global Info Research) latest study, the global Gaming Chairs market size was valued at USD million in 2022 and is forecast to a readjusted size of USD million by 2029 with a CAGR of % during review 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.
This report is a detailed and comprehensive analysis for global Gaming Chairs market. Both quantitative and qualitative analyses are presented by manufacturers, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2023, are provided.
Key Features:
Global Gaming Chairs market size and forecasts, in consumption value ($ Million), sales quantity (K Units), and average selling prices (USD/Unit), 2018-2029
Global Gaming Chairs market size and forecasts by region and country, in consumption value ($ Million), sales quantity (K Units), and average selling prices (USD/Unit), 2018-2029
Global Gaming Chairs market size and forecasts, by Type and by Application, in consumption value ($ Million), sales quantity (K Units), and average selling prices (USD/Unit), 2018-2029
Global Gaming Chairs market shares of main players, shipments in revenue ($ Million), sales quantity (K Units), and ASP (USD/Unit), 2018-2023
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Gaming Chairs
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Gaming Chairs market based on the following parameters - company overview, production, value, price, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include DXRacer, X Rocker, Arozzi, ThunderX3 and Vertagear, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, COVID-19 and Russia-Ukraine War Influence.
Market segmentation
Gaming Chairs market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
- Rocker Chair
- Racing Chair
- Other
Market segment by Application
- Internet Bars
- Household
- Other
Major players covered
- DXRacer
- X Rocker
- Arozzi
- ThunderX3
- Vertagear
- Subsonic
- SecretLab
- N.Seat
- Ace Bayou
- Playseat
Market segment by region, regional analysis covers
- North America (United States, Canada and Mexico)
- Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
- Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
- South America (Brazil, Argentina, Colombia, and Rest of South America)
- Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe Gaming Chairs product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of Gaming Chairs, with price, sales, revenue and global market share of Gaming Chairs from 2018 to 2023.
Chapter 3, the Gaming Chairs competitive situation, sales quantity, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Gaming Chairs breakdown data are shown at the regional level, to show the sales quantity, consumption value and growth by regions, from 2018 to 2029.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2018 to 2029.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value and market share for key countries in the world, from 2017 to 2022.and Gaming Chairs market forecast, by regions, type and application, with sales and revenue, from 2024 to 2029.
Chapter 12, market dynamics, drivers, restraints, trends, Porters Five Forces analysis, and Influence of COVID-19 and Russia-Ukraine War.
Chapter 13, the key raw materials and key suppliers, and industry chain of Gaming Chairs.
Chapter 14 and 15, to describe Gaming Chairs sales channel, distributors, customers, research findings and conclusion.