Gaming Chair Market Report by Type (PC Gaming Chair, Hybrid Gaming Chair, Platform Gaming Chair, and Others), Material (PU Leather, PVC Leather, and Others), Price (High-Range, Medium-Range, Low-Range), Distribution Channel (Supermarkets and Hypermarkets, Specialty Stores, Online Stores, and Others), End User (Residential, Commercial), and Region 2024-2032

Gaming Chair Market Report by Type (PC Gaming Chair, Hybrid Gaming Chair, Platform Gaming Chair, and Others), Material (PU Leather, PVC Leather, and Others), Price (High-Range, Medium-Range, Low-Range), Distribution Channel (Supermarkets and Hypermarkets, Specialty Stores, Online Stores, and Others), End User (Residential, Commercial), and Region 2024-2032

Report Format: PDF+Excel | Report ID: SR112024A4905
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Market Overview:

The global gaming chair market size reached US$ 1.4 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 2.5 Billion by 2032, exhibiting a growth rate (CAGR) of 6.1% during 2024-2032.

Report Attribute
Key Statistics
Base Year
2023
Forecast Years
2024-2032
Historical Years
2018-2023
Market Size in 2023 US$ 1.4 Billion
Market Forecast in 2032 US$ 2.5 Billion
Market Growth Rate 2024-2032 6.1%


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.

Global Gaming Chair Market

Gaming Chair Market Trends:

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.

 

 
 

 

Note: Information in the above chart consists of dummy data and is only shown here for representation purpose. Kindly contact us for the actual market size and trends.

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Key Market Segmentation:

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 2024-2032. Our report has categorized the market based on type, material, price, distribution channel and end user.

Breakup by Type:

 

 
 

 

Note: Information in the above chart consists of dummy data and is only shown here for representation purpose. Kindly contact us for the actual market size and trends.

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

Breakup by Material:

  • PU Leather
  • PVC Leather
  • Others
     

Breakup by Price:

  • High-Range
  • Medium-Range
  • Low-Range
     

Breakup by Distribution Channel:

  • Supermarkets and Hypermarkets
  • Specialty Stores
  • Online Stores
  • Others
     

Breakup by End User:

  • Residential
  • Commercial
     

Breakup by Region:

 

 
 

 

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  • 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

Competitive Landscape:

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.

Report Coverage:

Report Features Details
Base Year of the Analysis 2023
Historical Period 2018-2023
Forecast Period 2024-2032
Units US$ Billion
Segment Coverage Type, Material, Price, Distribution Channel, End User, Region
Region Covered Asia Pacific, Europe, North America, Latin America, Middle East and Africa
Countries Covered United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, Brazil, Mexico
Companies Covered 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.
Customization Scope 10% Free Customization
Report Price and Purchase Option Single User License: US$ 3899
Five User License: US$ 4899
Corporate License: US$ 5899
Post-Sale Analyst Support 10-12 Weeks
Delivery Format PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request)

Key Questions Answered in This Report

The global gaming chair market was valued at US$ 1.4 Billion in 2023.

We expect the global gaming chair market to exhibit a CAGR of 6.1% during 2024-2032.

The sudden outbreak of the COVID-19 pandemic has led to the changing consumer inclination from conventional brick-and-mortar distribution channels towards online retail platforms for the purchase of gaming chair.

The rising prevalence of serious health issues, such as obesity, muscle complications, and carpal tunnel syndrome, along with the advent of gaming chairs with adjustable lumbar support to prevent back injuries and torque back or wrist, is primarily driving the global gaming chair market.

Based on the type, the global gaming chair market has been segmented into PC gaming chair, hybrid gaming chair, platform gaming chair, and others. Currently, PC gaming chair holds the majority of the total market share.

Based on the material, the global gaming chair market can be divided into PU leather, PVC leather, and others, where PU leather currently exhibits a clear dominance in the market.

Based on the distribution channel, the global gaming chair market has been segregated into supermarkets and hypermarkets, specialty stores, online stores, and others. Among these, supermarkets and hypermarkets account for the largest market share.

Based on the end user, the global gaming chair market can be bifurcated into residential and commercial. Currently, the residential sector holds the majority of the global market share.

On a regional level, the market has been classified into North America, Asia Pacific, Europe, Latin America, and Middle East and Africa, where Asia Pacific currently dominates the global market.

Some of the major players in the global gaming chair market include 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.

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Gaming Chair Market Report by Type (PC Gaming Chair, Hybrid Gaming Chair, Platform Gaming Chair, and Others), Material (PU Leather, PVC Leather, and Others), Price (High-Range, Medium-Range, Low-Range), Distribution Channel (Supermarkets and Hypermarkets, Specialty Stores, Online Stores, and Others), End User (Residential, Commercial), and Region 2024-2032
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