The global gaming chair market is expected to witness significant growth by 2023, exhibiting a moderate CAGR during the forecast period of 2018 to 2023. As a whole, the market is estimated to gather huge revenue during the forecast period, offering several opportunities for investors to aggravate research and development activities for gaming chairs. Rising popularity of PC games and console gaming in general is expected to drive the industry growth over the forecast period. The popularity of PC games and gaming consoles such as PlayStation and Xbox have risen over the past few years, thereby accelerating the demand for gaming chairs. Several gaming companies are shifting their focus on the digital distribution of their products. Launch of different platforms including Steam or Origin of Electronic Arts, is helping the businesses in terms of game distribution. Rampant demand for gaming consoles is attributed to the rising number of individual gamers, and their changing preferences. Penetration of high-end gaming products such as PlayStation 4 Pro and Xbox One X, the PC gaming and gaming console is further expected to foster a considerable market growth over the coming years as well. Integration of augmented reality (AR) and virtual reality (VR) with interactive gaming is expected to complement as a demand factor for gaming chair over the forecast period. Augmented reality (AR) and virtual reality (VR) based games special type of chairs are required. On November 2018, MAINGEAR had launched a range of new FORMA gaming chairs, thereby expanding their product portfolio. FORMA products are specifically manufactured for enthusiast PC gamers and PC builders. FORMA products are considered as the first product form MAINGEAR, which is outside of gaming PC's and notebooks. Rising number of activities involving acquisitions, partnerships, mergers and collaterals to gain a higher competitive edge is predicted to fuel industry over the forecast period. For instance, Angel Holdings GK, a manufacturer of various gaming furniture has announced acquisition of Gaming Partners International (GPI). Some of the leading manufacturers of the gaming chair include Ace Casual Furniture, Arozzi, CORSAIR, DXRacer USA, and GT Omega Racing. The 'Global Gaming Chair Market Outlook 2018-2023' offers detailed coverage of gaming chair industry and presents main market trends. The market research gives historical and forecast market size, demand, end-use details, price trends, and company shares of the leading gaming chair producers to provide exhaustive coverage of the market for gaming chair. The report segments the market and forecasts its size, by volume and value, on the basis of application, by products, and by geography. The report has been prepared based on an in-depth market analysis with inputs from key industry participants. The global gaming chair market has been segmented into five major regions, namely, North America (U.S., Canada, and others), Europe (U.K., France, Germany, Russia, and others), Asia-Pacific (China, Japan, India, Australia, and others), South America (Brazil, Argentina, and others), and Middle East & Africa (South Africa, Saudi Arabia, and others). Furthermore, the report also includes an in-depth competitive analysis of the key vendors operating in this market. Key Regions - North America - Europe - Asia Pacific - Middle East & Africa - South America Key Vendors - Ace Casual Furniture - Arozzi - Corsair Components, Inc - DXRacer USA LLC - GT Omega Racing Ltd - Vertagear - request free sample to get a complete list of companies Key Questions Answered in This Report - Analysis of the gaming chair market including revenues, future growth, market outlook - Historical data and forecast - Regional analysis including growth estimates - Analyzes the end user markets including growth estimates. - Profiles on gaming chair including products, sales/revenues, and market position - Market structure, market drivers and restraints.
Table of Contents Part 1. Summary Part 2. Report Methodology 2.1 Methodology 2.2 Data Source Part 3. Market Overview 3.1 General Information 3.2 Product Type 3.3 Application 3.4 Gaming Chair Status & Prospect Part 4. Industry Value Chain 4.1 Gaming Chair Industry Value Chain Analysis 4.2 Upstream 4.3 End-uses 4.4 Distributors Part 5. Competitive Landscape 5.1 Global Gaming Chair Sales & Share by Company (2013-2018) 5.2 Global Gaming Chair Revenue & Share by Company (2013-2018) 5.3 Pricing Trends 5.4 Competitive Trends Part 6. Segmentation by Type 6.1 Global Gaming Chair Sales Volume by Type (2013-2018) 6.2 Global Gaming Chair Revenue by Type (2013-2018) 6.3 Global Gaming Chair Price by Type (2013-2018) Part 7. Segmentation by Application 7.1 Global Gaming Chair Sales Volume by Application (2013-2018) 7.2 Global Gaming Chair Revenue by Application (2013-2018) 7.3 Global Gaming Chair Price by Application (2013-2018) Part 8. Regional Perspectives 8.1 Overview 8.2 North America 8.2.1 Market Size (Volume & Value) 8.2.2 by Application 8.2.3 by Country (U.S., Canada, Mexico, etc.) 8.3 Europe 8.3.1 Market Size (Volume & Value) 8.3.2 by Application 8.3.3 by Country (Germany, UK, France, Spain, Italy, etc.) 8.4 Asia-Pacific 8.4.1 Market Size (Volume & Value) 8.4.2 by Application 8.4.3 by Country (China, Japan, Korea, India, etc.) 8.5 Middle East & Africa 8.5.1 Market Size (Volume & Value) 8.5.2 by Application 8.5.3 by Country (Saudi Arabia, Turkey, Nigeria, Iran, South Africa, etc.) 8.6 South America 8.6.1 Market Size (Volume & Value) 8.6.2 by Application 8.6.3 by Country (Brazil, Argentina, Colombia, etc.) Part 9. Company Profiles 9.1 Company Profile 9.2 Product Offered 9.3 Business Performance Part 10. Market Forecast 10.1 Global Gaming Chair Market Size Forecast (2018-2023) 10.1.1 Global Gaming Chair Sales Forecast (2018-2023) 10.1.2 Global Gaming Chair Revenue Forecast (2018-2023) 10.2 Forecast by Region 10.2.1 North America 10.2.2 Europe 10.2.3 Asia-Pacific 10.2.4 Middle East & Africa 10.2.5 South America 10.3 Forecast by Type 10.4 Forecast by Application Part 11. Market Drivers 11.1 Opportunities 11.2 Challenges 11.3 Economic/Political Environmental Part 12. Industry Activity 12.1 M&As, JVs and Partnership 12.2 Other Developments Part 13. Appendix 13.1 Glossary 13.2 About Us 13.3 Disclaimer
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