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Global Gaming Chair Market by Distribution Channel (Specialty Stores, Hypermarkets/supermarkets, Online Retail), by End User (Commercial, Residential), by Material (PVC Leather, PU Leather), by Price Point (Low-Range, High-Range, Medium-Range), by Type (Pedestal Gaming Chair, PC Gaming Chair, Hybrid Gaming Chair, Race Chair, Racing Gaming Chair, Platform Gaming Chair, Beanbag Gaming Chair, Recliner Gaming Chair) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast To 2028

  • Report ID: CG-66542
  • Author: Up Market Research
  • Rating: 4.7
  • Total Reviews: 67
  • No. Of Pages: 216
  • Format:
  • Pub. Date: 2021-08-21
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Up Market Research published a new report titled “Gaming Chair Market research report which is segmented by Distribution Channel (Specialty Stores, Hypermarkets/supermarkets, Online Retail), by End User (Commercial, Residential), by Material (PVC Leather, PU Leather), by Price Point (Low-Range, High-Range, Medium-Range), by Type (Pedestal Gaming Chair, PC Gaming Chair, Hybrid Gaming Chair, Race Chair, Racing Gaming Chair, Platform Gaming Chair, Beanbag Gaming Chair, Recliner Gaming Chair), By Players/Companies GT Omega Racing Limited, DX Racer USA LLC, AK Racing Inc, Shenzhen MARK Technology, Pro Gamersware GmbH, Co. Ltd, Impakt S.A., Playseat B.V., Vertagear Inc, Corsair Component Inc, Thermaltake Technology Co.”. As per the study the market is expected to grow at a CAGR of XX% in the forecast period.


Report Scope

Report AttributesReport Details
Report TitleGaming Chair Market Research Report
By Distribution ChannelSpecialty Stores, Hypermarkets/supermarkets, Online Retail
By End UserCommercial, Residential
By MaterialPVC Leather, PU Leather
By Price PointLow-Range, High-Range, Medium-Range
By TypePedestal Gaming Chair, PC Gaming Chair, Hybrid Gaming Chair, Race Chair, Racing Gaming Chair, Platform Gaming Chair, Beanbag Gaming Chair, Recliner Gaming Chair
By CompaniesGT Omega Racing Limited, DX Racer USA LLC, AK Racing Inc, Shenzhen MARK Technology, Pro Gamersware GmbH, Co. Ltd, Impakt S.A., Playseat B.V., Vertagear Inc, Corsair Component Inc, Thermaltake Technology Co.
Regions CoveredNorth America, Europe, APAC, Latin America, MEA
Base Year2020
Historical Year2018 to 2019 (Data from 2010 can be provided as per availability)
Forecast Year2028
Number of Pages216
Number of Tables & Figures152
Customization AvailableYes, the report can be customized as per your need.

The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysis.


Global Gaming Chair Industry Outlook

Global Gaming Chair Market Report Segments:

The market is segmented by Distribution Channel (Specialty Stores, Hypermarkets/supermarkets, Online Retail), by End User (Commercial, Residential), by Material (PVC Leather, PU Leather), by Price Point (Low-Range, High-Range, Medium-Range), by Type (Pedestal Gaming Chair, PC Gaming Chair, Hybrid Gaming Chair, Race Chair, Racing Gaming Chair, Platform Gaming Chair, Beanbag Gaming Chair, Recliner Gaming Chair).


Some of the companies that are profiled in this report are:

  1. GT Omega Racing Limited
  2. DX Racer USA LLC
  3. AK Racing Inc
  4. Shenzhen MARK Technology
  5. Pro Gamersware GmbH
  6. Co. Ltd
  7. Impakt S.A.
  8. Playseat B.V.
  9. Vertagear Inc
  10. Corsair Component Inc
  11. Thermaltake Technology Co.

Gaming Chair Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report.


Key Benefits for Industry Participants & Stakeholders:

  • Industry drivers, restraints, and opportunities covered in the study
  • Neutral perspective on the market performance
  • Recent industry trends and developments
  • Competitive landscape & strategies of key players
  • Potential & niche segments and regions exhibiting promising growth covered
  • Historical, current, and projected market size, in terms of value
  • In-depth analysis of the Gaming Chair Market

Overview of the regional outlook of the Gaming Chair Market:

Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.


Gaming Chair Market Overview

Highlights of The Gaming Chair Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of Gaming Chair Market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2028.
  5. Developments and trends in the market.
        6. By Distribution Channel:

                1. Specialty Stores

                2. Hypermarkets/supermarkets

                3. Online Retail

        7. By End User:

                1. Commercial

                2. Residential

        8. By Material:

                1. PVC Leather

                2. PU Leather

        9. By Price Point:

                1. Low-Range

                2. High-Range

                3. Medium-Range

        10. By Type:

                1. Pedestal Gaming Chair

                2. PC Gaming Chair

                3. Hybrid Gaming Chair

                4. Race Chair

                5. Racing Gaming Chair

                6. Platform Gaming Chair

                7. Beanbag Gaming Chair

                8. Recliner Gaming Chair

  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Gaming Chair Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2028.


How you may use our products:

  • Correctly Positioning New Products
  • Market Entry Strategies
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Gaming Chair Market Trends

Reasons to Purchase the Gaming Chair Market Report:

  • The report includes a plethora of information such as market dynamics scenario and opportunities during the forecast period
  • Segments and sub-segments include quantitative, qualitative, value (USD Million,) and volume (Units Million) data.
  • Regional, sub-regional, and country level data includes the demand and supply forces along with their influence on the market.
  • The competitive landscape comprises share of key players, new developments, and strategies in the last three years.
  • Comprehensive companies offering products, relevant financial information, recent developments, SWOT analysis, and strategies by these players.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Gaming Chair Market Overview
   4.1 Introduction 
      4.1.1 Market Taxonomy 
      4.1.2 Market Definition 
      4.1.3 Macro-Economic Factors Impacting the Market Growth 
   4.2 Gaming Chair Market Dynamics 
      4.2.1 Market Drivers 
      4.2.2 Market Restraints 
      4.2.3 Market Opportunity 
   4.3 Gaming Chair Market - Supply Chain Analysis 
      4.3.1 List of Key Suppliers 
      4.3.2 List of Key Distributors 
      4.3.3 List of Key Consumers 
   4.4 Key Forces Shaping the Gaming Chair Market 
      4.4.1 Bargaining Power of Suppliers 
      4.4.2 Bargaining Power of Buyers 
      4.4.3 Threat of Substitution 
      4.4.4 Threat of New Entrants 
      4.4.5 Competitive Rivalry 
   4.5 Global Gaming Chair Market Size & Forecast, 2018-2028 
      4.5.1 Gaming Chair Market Size and Y-o-Y Growth 
      4.5.2 Gaming Chair Market Absolute $ Opportunity 


Chapter 5 Global Gaming Chair Market Analysis and Forecast by Distribution Channel
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Distribution Channel
      5.1.2 Basis Point Share (BPS) Analysis by Distribution Channel
      5.1.3 Absolute $ Opportunity Assessment by Distribution Channel
   5.2 Gaming Chair Market Size Forecast by Distribution Channel
      5.2.1 Specialty Stores
      5.2.2 Hypermarkets/supermarkets
      5.2.3 Online Retail
   5.3 Market Attractiveness Analysis by Distribution Channel

Chapter 6 Global Gaming Chair Market Analysis and Forecast by End User
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by End User
      6.1.2 Basis Point Share (BPS) Analysis by End User
      6.1.3 Absolute $ Opportunity Assessment by End User
   6.2 Gaming Chair Market Size Forecast by End User
      6.2.1 Commercial
      6.2.2 Residential
   6.3 Market Attractiveness Analysis by End User

Chapter 7 Global Gaming Chair Market Analysis and Forecast by Material
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Material
      7.1.2 Basis Point Share (BPS) Analysis by Material
      7.1.3 Absolute $ Opportunity Assessment by Material
   7.2 Gaming Chair Market Size Forecast by Material
      7.2.1 PVC Leather
      7.2.2 PU Leather
   7.3 Market Attractiveness Analysis by Material

Chapter 8 Global Gaming Chair Market Analysis and Forecast by Price Point
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities by Price Point
      8.1.2 Basis Point Share (BPS) Analysis by Price Point
      8.1.3 Absolute $ Opportunity Assessment by Price Point
   8.2 Gaming Chair Market Size Forecast by Price Point
      8.2.1 Low-Range
      8.2.2 High-Range
      8.2.3 Medium-Range
   8.3 Market Attractiveness Analysis by Price Point

Chapter 9 Global Gaming Chair Market Analysis and Forecast by Type
   9.1 Introduction
      9.1.1 Key Market Trends & Growth Opportunities by Type
      9.1.2 Basis Point Share (BPS) Analysis by Type
      9.1.3 Absolute $ Opportunity Assessment by Type
   9.2 Gaming Chair Market Size Forecast by Type
      9.2.1 Pedestal Gaming Chair
      9.2.2 PC Gaming Chair
      9.2.3 Hybrid Gaming Chair
      9.2.4 Race Chair
      9.2.5 Racing Gaming Chair
      9.2.6 Platform Gaming Chair
      9.2.7 Beanbag Gaming Chair
      9.2.8 Recliner Gaming Chair
   9.3 Market Attractiveness Analysis by Type

Chapter 10 Global Gaming Chair Market Analysis and Forecast by Region
   10.1 Introduction
      10.1.1 Key Market Trends & Growth Opportunities by Region
      10.1.2 Basis Point Share (BPS) Analysis by Region
      10.1.3 Absolute $ Opportunity Assessment by Region
   10.2 Gaming Chair Market Size Forecast by Region
      10.2.1 North America
      10.2.2 Europe
      10.2.3 Asia Pacific
      10.2.4 Latin America
      10.2.5 Middle East & Africa (MEA)
   10.3 Market Attractiveness Analysis by Region

Chapter 11 Coronavirus Disease (COVID-19) Impact 
   11.1 Introduction 
   11.2 Current & Future Impact Analysis 
   11.3 Economic Impact Analysis 
   11.4 Government Policies 
   11.5 Investment Scenario

Chapter 12 North America Gaming Chair Analysis and Forecast
   12.1 Introduction
   12.2 North America Gaming Chair Market Size Forecast by Country
      12.2.1 U.S.
      12.2.2 Canada
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 North America Gaming Chair Market Size Forecast by Distribution Channel
      12.6.1 Specialty Stores
      12.6.2 Hypermarkets/supermarkets
      12.6.3 Online Retail
   12.7 Basis Point Share (BPS) Analysis by Distribution Channel 
   12.8 Absolute $ Opportunity Assessment by Distribution Channel 
   12.9 Market Attractiveness Analysis by Distribution Channel
   12.10 North America Gaming Chair Market Size Forecast by End User
      12.10.1 Commercial
      12.10.2 Residential
   12.11 Basis Point Share (BPS) Analysis by End User 
   12.12 Absolute $ Opportunity Assessment by End User 
   12.13 Market Attractiveness Analysis by End User
   12.14 North America Gaming Chair Market Size Forecast by Material
      12.14.1 PVC Leather
      12.14.2 PU Leather
   12.15 Basis Point Share (BPS) Analysis by Material 
   12.16 Absolute $ Opportunity Assessment by Material 
   12.17 Market Attractiveness Analysis by Material
   12.18 North America Gaming Chair Market Size Forecast by Price Point
      12.18.1 Low-Range
      12.18.2 High-Range
      12.18.3 Medium-Range
   12.19 Basis Point Share (BPS) Analysis by Price Point 
   12.20 Absolute $ Opportunity Assessment by Price Point 
   12.21 Market Attractiveness Analysis by Price Point
   12.22 North America Gaming Chair Market Size Forecast by Type
      12.22.1 Pedestal Gaming Chair
      12.22.2 PC Gaming Chair
      12.22.3 Hybrid Gaming Chair
      12.22.4 Race Chair
      12.22.5 Racing Gaming Chair
      12.22.6 Platform Gaming Chair
      12.22.7 Beanbag Gaming Chair
      12.22.8 Recliner Gaming Chair
   12.23 Basis Point Share (BPS) Analysis by Type 
   12.24 Absolute $ Opportunity Assessment by Type 
   12.25 Market Attractiveness Analysis by Type

Chapter 13 Europe Gaming Chair Analysis and Forecast
   13.1 Introduction
   13.2 Europe Gaming Chair Market Size Forecast by Country
      13.2.1 Germany
      13.2.2 France
      13.2.3 Italy
      13.2.4 U.K.
      13.2.5 Spain
      13.2.6 Russia
      13.2.7 Rest of Europe
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Europe Gaming Chair Market Size Forecast by Distribution Channel
      13.6.1 Specialty Stores
      13.6.2 Hypermarkets/supermarkets
      13.6.3 Online Retail
   13.7 Basis Point Share (BPS) Analysis by Distribution Channel 
   13.8 Absolute $ Opportunity Assessment by Distribution Channel 
   13.9 Market Attractiveness Analysis by Distribution Channel
   13.10 Europe Gaming Chair Market Size Forecast by End User
      13.10.1 Commercial
      13.10.2 Residential
   13.11 Basis Point Share (BPS) Analysis by End User 
   13.12 Absolute $ Opportunity Assessment by End User 
   13.13 Market Attractiveness Analysis by End User
   13.14 Europe Gaming Chair Market Size Forecast by Material
      13.14.1 PVC Leather
      13.14.2 PU Leather
   13.15 Basis Point Share (BPS) Analysis by Material 
   13.16 Absolute $ Opportunity Assessment by Material 
   13.17 Market Attractiveness Analysis by Material
   13.18 Europe Gaming Chair Market Size Forecast by Price Point
      13.18.1 Low-Range
      13.18.2 High-Range
      13.18.3 Medium-Range
   13.19 Basis Point Share (BPS) Analysis by Price Point 
   13.20 Absolute $ Opportunity Assessment by Price Point 
   13.21 Market Attractiveness Analysis by Price Point
   13.22 Europe Gaming Chair Market Size Forecast by Type
      13.22.1 Pedestal Gaming Chair
      13.22.2 PC Gaming Chair
      13.22.3 Hybrid Gaming Chair
      13.22.4 Race Chair
      13.22.5 Racing Gaming Chair
      13.22.6 Platform Gaming Chair
      13.22.7 Beanbag Gaming Chair
      13.22.8 Recliner Gaming Chair
   13.23 Basis Point Share (BPS) Analysis by Type 
   13.24 Absolute $ Opportunity Assessment by Type 
   13.25 Market Attractiveness Analysis by Type

Chapter 14 Asia Pacific Gaming Chair Analysis and Forecast
   14.1 Introduction
   14.2 Asia Pacific Gaming Chair Market Size Forecast by Country
      14.2.1 China
      14.2.2 Japan
      14.2.3 South Korea
      14.2.4 India
      14.2.5 Australia
      14.2.6 South East Asia (SEA)
      14.2.7 Rest of Asia Pacific (APAC)
   14.3 Basis Point Share (BPS) Analysis by Country
   14.4 Absolute $ Opportunity Assessment by Country
   14.5 Market Attractiveness Analysis by Country
   14.6 Asia Pacific Gaming Chair Market Size Forecast by Distribution Channel
      14.6.1 Specialty Stores
      14.6.2 Hypermarkets/supermarkets
      14.6.3 Online Retail
   14.7 Basis Point Share (BPS) Analysis by Distribution Channel 
   14.8 Absolute $ Opportunity Assessment by Distribution Channel 
   14.9 Market Attractiveness Analysis by Distribution Channel
   14.10 Asia Pacific Gaming Chair Market Size Forecast by End User
      14.10.1 Commercial
      14.10.2 Residential
   14.11 Basis Point Share (BPS) Analysis by End User 
   14.12 Absolute $ Opportunity Assessment by End User 
   14.13 Market Attractiveness Analysis by End User
   14.14 Asia Pacific Gaming Chair Market Size Forecast by Material
      14.14.1 PVC Leather
      14.14.2 PU Leather
   14.15 Basis Point Share (BPS) Analysis by Material 
   14.16 Absolute $ Opportunity Assessment by Material 
   14.17 Market Attractiveness Analysis by Material
   14.18 Asia Pacific Gaming Chair Market Size Forecast by Price Point
      14.18.1 Low-Range
      14.18.2 High-Range
      14.18.3 Medium-Range
   14.19 Basis Point Share (BPS) Analysis by Price Point 
   14.20 Absolute $ Opportunity Assessment by Price Point 
   14.21 Market Attractiveness Analysis by Price Point
   14.22 Asia Pacific Gaming Chair Market Size Forecast by Type
      14.22.1 Pedestal Gaming Chair
      14.22.2 PC Gaming Chair
      14.22.3 Hybrid Gaming Chair
      14.22.4 Race Chair
      14.22.5 Racing Gaming Chair
      14.22.6 Platform Gaming Chair
      14.22.7 Beanbag Gaming Chair
      14.22.8 Recliner Gaming Chair
   14.23 Basis Point Share (BPS) Analysis by Type 
   14.24 Absolute $ Opportunity Assessment by Type 
   14.25 Market Attractiveness Analysis by Type

Chapter 15 Latin America Gaming Chair Analysis and Forecast
   15.1 Introduction
   15.2 Latin America Gaming Chair Market Size Forecast by Country
      15.2.1 Brazil
      15.2.2 Mexico
      15.2.3 Rest of Latin America (LATAM)
   15.3 Basis Point Share (BPS) Analysis by Country
   15.4 Absolute $ Opportunity Assessment by Country
   15.5 Market Attractiveness Analysis by Country
   15.6 Latin America Gaming Chair Market Size Forecast by Distribution Channel
      15.6.1 Specialty Stores
      15.6.2 Hypermarkets/supermarkets
      15.6.3 Online Retail
   15.7 Basis Point Share (BPS) Analysis by Distribution Channel 
   15.8 Absolute $ Opportunity Assessment by Distribution Channel 
   15.9 Market Attractiveness Analysis by Distribution Channel
   15.10 Latin America Gaming Chair Market Size Forecast by End User
      15.10.1 Commercial
      15.10.2 Residential
   15.11 Basis Point Share (BPS) Analysis by End User 
   15.12 Absolute $ Opportunity Assessment by End User 
   15.13 Market Attractiveness Analysis by End User
   15.14 Latin America Gaming Chair Market Size Forecast by Material
      15.14.1 PVC Leather
      15.14.2 PU Leather
   15.15 Basis Point Share (BPS) Analysis by Material 
   15.16 Absolute $ Opportunity Assessment by Material 
   15.17 Market Attractiveness Analysis by Material
   15.18 Latin America Gaming Chair Market Size Forecast by Price Point
      15.18.1 Low-Range
      15.18.2 High-Range
      15.18.3 Medium-Range
   15.19 Basis Point Share (BPS) Analysis by Price Point 
   15.20 Absolute $ Opportunity Assessment by Price Point 
   15.21 Market Attractiveness Analysis by Price Point
   15.22 Latin America Gaming Chair Market Size Forecast by Type
      15.22.1 Pedestal Gaming Chair
      15.22.2 PC Gaming Chair
      15.22.3 Hybrid Gaming Chair
      15.22.4 Race Chair
      15.22.5 Racing Gaming Chair
      15.22.6 Platform Gaming Chair
      15.22.7 Beanbag Gaming Chair
      15.22.8 Recliner Gaming Chair
   15.23 Basis Point Share (BPS) Analysis by Type 
   15.24 Absolute $ Opportunity Assessment by Type 
   15.25 Market Attractiveness Analysis by Type

Chapter 16 Middle East & Africa (MEA) Gaming Chair Analysis and Forecast
   16.1 Introduction
   16.2 Middle East & Africa (MEA) Gaming Chair Market Size Forecast by Country
      16.2.1 Saudi Arabia
      16.2.2 South Africa
      16.2.3 UAE
      16.2.4 Rest of Middle East & Africa (MEA)
   16.3 Basis Point Share (BPS) Analysis by Country
   16.4 Absolute $ Opportunity Assessment by Country
   16.5 Market Attractiveness Analysis by Country
   16.6 Middle East & Africa (MEA) Gaming Chair Market Size Forecast by Distribution Channel
      16.6.1 Specialty Stores
      16.6.2 Hypermarkets/supermarkets
      16.6.3 Online Retail
   16.7 Basis Point Share (BPS) Analysis by Distribution Channel 
   16.8 Absolute $ Opportunity Assessment by Distribution Channel 
   16.9 Market Attractiveness Analysis by Distribution Channel
   16.10 Middle East & Africa (MEA) Gaming Chair Market Size Forecast by End User
      16.10.1 Commercial
      16.10.2 Residential
   16.11 Basis Point Share (BPS) Analysis by End User 
   16.12 Absolute $ Opportunity Assessment by End User 
   16.13 Market Attractiveness Analysis by End User
   16.14 Middle East & Africa (MEA) Gaming Chair Market Size Forecast by Material
      16.14.1 PVC Leather
      16.14.2 PU Leather
   16.15 Basis Point Share (BPS) Analysis by Material 
   16.16 Absolute $ Opportunity Assessment by Material 
   16.17 Market Attractiveness Analysis by Material
   16.18 Middle East & Africa (MEA) Gaming Chair Market Size Forecast by Price Point
      16.18.1 Low-Range
      16.18.2 High-Range
      16.18.3 Medium-Range
   16.19 Basis Point Share (BPS) Analysis by Price Point 
   16.20 Absolute $ Opportunity Assessment by Price Point 
   16.21 Market Attractiveness Analysis by Price Point
   16.22 Middle East & Africa (MEA) Gaming Chair Market Size Forecast by Type
      16.22.1 Pedestal Gaming Chair
      16.22.2 PC Gaming Chair
      16.22.3 Hybrid Gaming Chair
      16.22.4 Race Chair
      16.22.5 Racing Gaming Chair
      16.22.6 Platform Gaming Chair
      16.22.7 Beanbag Gaming Chair
      16.22.8 Recliner Gaming Chair
   16.23 Basis Point Share (BPS) Analysis by Type 
   16.24 Absolute $ Opportunity Assessment by Type 
   16.25 Market Attractiveness Analysis by Type

Chapter 17 Competition Landscape 
   17.1 Gaming Chair Market: Competitive Dashboard
   17.2 Global Gaming Chair Market: Market Share Analysis, 2019
   17.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      17.3.1 GT Omega Racing Limited
      17.3.2 DX Racer USA LLC
      17.3.3 AK Racing Inc
      17.3.4 Shenzhen MARK Technology
      17.3.5 Pro Gamersware GmbH
      17.3.6 Co. Ltd
      17.3.7 Impakt S.A.
      17.3.8 Playseat B.V.
      17.3.9 Vertagear Inc
      17.3.10 Corsair Component Inc
      17.3.11 Thermaltake Technology Co.
Segments Covered in the Report
The global Gaming Chair market has been segmented based on

By Distribution Channel
  • Specialty Stores
  • Hypermarkets/supermarkets
  • Online Retail
By End User
  • Commercial
  • Residential
By Material
  • PVC Leather
  • PU Leather
By Price Point
  • Low-Range
  • High-Range
  • Medium-Range
By Type
  • Pedestal Gaming Chair
  • PC Gaming Chair
  • Hybrid Gaming Chair
  • Race Chair
  • Racing Gaming Chair
  • Platform Gaming Chair
  • Beanbag Gaming Chair
  • Recliner Gaming Chair
Regions
  • Asia Pacific
  • North America
  • Latin America
  • Europe
  • Middle East & Africa
Key Players
  • GT Omega Racing Limited
  • DX Racer USA LLC
  • AK Racing Inc
  • Shenzhen MARK Technology
  • Pro Gamersware GmbH
  • Co. Ltd
  • Impakt S.A.
  • Playseat B.V.
  • Vertagear Inc
  • Corsair Component Inc
  • Thermaltake Technology Co.

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