人體工學遊戲椅市場規模、佔有率、成長分析、按類型、應用和地區分類的行業預測 - 2025 年至 2032 年
市場調查報告書
商品編碼
1838285

人體工學遊戲椅市場規模、佔有率、成長分析、按類型、應用和地區分類的行業預測 - 2025 年至 2032 年

Ergonomic Gaming Chairs Market Size, Share, and Growth Analysis, By Type (Rocker Chair, Racing Chair), By Application (Internet Bars, Household), By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 176 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

預計 2023 年全球人體工學遊戲椅市場價值將達到 408 億美元,從 2024 年的 434.1 億美元成長到 2032 年的 713.1 億美元,預測期內(2025-2032 年)的複合年成長率為 6.4%。

隨著遊戲和電子競技的日益普及,玩家經常長時間坐在螢幕前,人體工學遊戲椅的需求也隨之成長。這一趨勢也提高了人們對姿勢相關健康問題的認知,例如背痛和疲勞,促使玩家優先考慮舒適度和健康,尋求具有出色腰部支撐、可調節性和人體工學設計的椅子。為了滿足這些需求,製造商正在開發具有先進功能的創新產品,例如高密度記憶海綿、多向傾斜機構、可調節扶手和冷卻通風系統,所有這些都旨在提高舒適度並最大限度地減少長時間使用時的身體壓力。隨著消費者越來越意識到這些技術創新的優勢,他們越來越願意投資高階人體工學解決方案,推動了市場的顯著擴張和品牌差異化。

目錄

介紹

  • 調查目標
  • 調查範圍
  • 定義

調查方法

  • 資訊收集
  • 二次資料和一次資料方法
  • 市場規模預測
  • 市場假設與約束

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分市場機會分析

市場動態與展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機遇
    • 限制與挑戰
  • 波特的分析

關鍵市場考察

  • 關鍵成功因素
  • 競爭程度
  • 關鍵投資機會
  • 市場生態系統
  • 市場吸引力指數(2024年)
  • PESTEL分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析

人體工學遊戲椅市場規模(按類型和複合年成長率)(2025-2032)

  • 市場概況
  • 搖椅
  • 賽車椅

人體工學遊戲椅市場規模(按應用和複合年成長率)(2025-2032)

  • 市場概況
  • 網咖
  • 家庭使用

人體工學遊戲椅市場規模(按地區和複合年成長率)(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲地區
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前五大公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採取的策略
  • 近期市場趨勢
  • 公司市佔率分析(2024年)
  • 主要企業簡介
    • 公司詳情
    • 產品系列分析
    • 按部門分類的公司佔有率分析
    • 收益同比比較(2022-2024 年)

主要企業簡介

  • Secretlab(Singapore)
  • DXRacer(China)
  • AKRacing(China)
  • Herman Miller(USA)
  • Noblechairs(Germany)
  • Vertagear(USA)
  • AndaSeat(China)
  • GT Racing(China)
  • Corsair(USA)
  • Razer(USA)
  • Cougar(Taiwan)
  • Homall(China)
  • Recaro eGaming(Germany)
  • Cooler Master(Taiwan)
  • DeepCool(China)
  • Sihoo(China)
  • Xenics Creative(South Korea)
  • IKEA(Sweden)
  • AutoFull(China)
  • KCream(China)

結論和建議

簡介目錄
Product Code: SQMIG25F2089

Global Ergonomic Gaming Chairs Market size was valued at USD 40.8 billion in 2023 and is poised to grow from USD 43.41 billion in 2024 to USD 71.31 billion by 2032, growing at a CAGR of 6.4% during the forecast period (2025-2032).

The growing popularity of gaming and eSports has led to an increased demand for ergonomic gaming chairs, as gamers often spend long hours in front of screens. This trend has heightened awareness of posture-related health concerns, such as back pain and fatigue, prompting gamers to seek chairs with superior lumbar support, adjustable features, and ergonomic designs that prioritize comfort and health. To address these needs, manufacturers are innovating with advanced features like high-density memory foam, multi-directional recline mechanisms, adjustable armrests, and cooling ventilation systems, all aimed at enhancing comfort and minimizing physical strain during extended use. As consumers become more aware of the benefits of these innovations, the willingness to invest in premium ergonomic solutions grows, driving significant market expansion and fostering brand differentiation.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Ergonomic Gaming Chairs market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Ergonomic Gaming Chairs Market Segments Analysis

Global Ergonomic Gaming Chairs Market is segmented by Type, Application and region. Based on Type, the market is segmented into Rocker Chair and Racing Chair. Based on Application, the market is segmented into Internet Bars and Household. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Ergonomic Gaming Chairs Market

The burgeoning gaming and eSports industry significantly propels the growth of the global ergonomic gaming chairs market. As gamers engage in prolonged gaming sessions, there is a heightened awareness of posture-related health concerns, which drives them to seek chairs that provide essential lumbar support, customizable features, and overall comfort. Additionally, the increasing popularity of competitive gaming further amplifies this demand on a global scale. Consequently, the need for ergonomic solutions that enhance both performance and well-being within this vibrant market continues to rise, leading to a greater focus on innovative chair designs tailored to the unique requirements of gamers.

Restraints in the Global Ergonomic Gaming Chairs Market

The Global Ergonomic Gaming Chairs market faces challenges due to the size and bulkiness of many models, particularly those with a racing-style design. These chairs often occupy considerable space, which can deter potential buyers residing in smaller homes or urban environments where space is at a premium. As a result, this limitation may hinder broader acceptance and adoption of ergonomic gaming chairs, restricting the potential for market growth. Consumers seeking solutions that fit seamlessly into their compact living areas may be less inclined to invest in these larger options, influencing overall demand and market dynamics.

Market Trends of the Global Ergonomic Gaming Chairs Market

The global ergonomic gaming chairs market is increasingly characterized by the integration of smart and AI-enhanced features, catering to the evolving needs of health-conscious gamers. Innovations such as posture-correcting sensors, automated lumbar support, and temperature control systems are gaining traction, significantly enhancing user comfort and well-being. This trend is driven by a growing awareness of the importance of ergonomic design in preventing musculoskeletal strain during prolonged gaming sessions. As technology continues to advance, these features not only improve the gaming experience but also set new standards for product development, fostering a competitive landscape in the ergonomic gaming chair segment.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis

Global Ergonomic Gaming Chairs Market Size by Type & CAGR (2025-2032)

  • Market Overview
  • Rocker Chair
  • Racing Chair

Global Ergonomic Gaming Chairs Market Size by Application & CAGR (2025-2032)

  • Market Overview
  • Internet Bars
  • Household

Global Ergonomic Gaming Chairs Market Size & CAGR (2025-2032)

  • North America (Type, Application)
    • US
    • Canada
  • Europe (Type, Application)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Type, Application)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Type, Application)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Type, Application)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Secretlab (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DXRacer (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • AKRacing (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Herman Miller (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Noblechairs (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Vertagear (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • AndaSeat (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • GT Racing (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Corsair (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Razer (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cougar (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Homall (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Recaro eGaming (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Cooler Master (Taiwan)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • DeepCool (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Sihoo (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Xenics Creative (South Korea)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • IKEA (Sweden)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • AutoFull (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • KCream (China)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations