Gaming Chair Market Size, Share, Trends and Forecast by Type, Material, Price, Distribution Channel, End User, and Region, 2025-2033

The global gaming chair market size was valued at USD 1.5 Billion in 2024. Looking forward, IMARC Group estimates the market to reach USD 2.5 Billion by 2033, exhibiting a CAGR of 5.9% from 2025-2033. Asia Pacific currently dominates the market due to the significant rise in remote and hybrid work culture, increasing prevalence of chronic disorders, expanding number of professional gamers, and increasing internet penetration.

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.

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.

Key Market Segmentation:

IMARC Group provides an analysis of the key trends in each segment of the global gaming chair market, along with forecast at the global, regional, and country levels from 2025-2033. The market has been categorized based on type, material, price, distribution channel, and end user.

Breakup by Type:

  • 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:
  • 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.

Key Questions Answered in This Report

1.What is a gaming chair?

2.How big is the gaming chair market?

3.What is the expected growth rate of the global gaming chair market during 2025-2033?

4.What are the key factors driving the global gaming chair market?

5.What is the leading segment of the global gaming chair market based on type?

6.What is the leading segment of the global gaming chair market based on material?

7.What is the leading segment of the global gaming chair market based on distribution channel?

8.What is the leading segment of the global gaming chair market based on end user?

9.What are the key regions in the global gaming chair market?

10.Who are the key players/companies in the global gaming chair market?


1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Gaming Chair Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Forecast
6 Market Breakup by Type
6.1 PC Gaming Chair
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Hybrid Gaming Chair
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Platform Gaming Chair
6.3.1 Market Trends
6.3.2 Market Forecast
6.4 Others
6.4.1 Market Trends
6.4.2 Market Forecast
7 Market Breakup by Material
7.1 PU Leather
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 PVC Leather
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 Others
7.3.1 Market Trends
7.3.2 Market Forecast
8 Market Breakup by Price
8.1 High-Range
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Medium-Range
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Low-Range
8.3.1 Market Trends
8.3.2 Market Forecast
9 Market Breakup by Distribution Channel
9.1 Supermarkets and Hypermarkets
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 Specialty Stores
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Online Stores
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Others
9.4.1 Market Trends
9.4.2 Market Forecast
10 Market Breakup by End User
10.1 Residential
10.1.1 Market Trends
10.1.2 Market Forecast
10.2 Commercial
10.2.1 Market Trends
10.2.2 Market Forecast
11 Market Breakup by Region
11.1 North America
11.1.1 United States
11.1.1.1 Market Trends
11.1.1.2 Market Forecast
11.1.2 Canada
11.1.2.1 Market Trends
11.1.2.2 Market Forecast
11.2 Asia-Pacific
11.2.1 China
11.2.1.1 Market Trends
11.2.1.2 Market Forecast
11.2.2 Japan
11.2.2.1 Market Trends
11.2.2.2 Market Forecast
11.2.3 India
11.2.3.1 Market Trends
11.2.3.2 Market Forecast
11.2.4 South Korea
11.2.4.1 Market Trends
11.2.4.2 Market Forecast
11.2.5 Australia
11.2.5.1 Market Trends
11.2.5.2 Market Forecast
11.2.6 Indonesia
11.2.6.1 Market Trends
11.2.6.2 Market Forecast
11.2.7 Others
11.2.7.1 Market Trends
11.2.7.2 Market Forecast
11.3 Europe
11.3.1 Germany
11.3.1.1 Market Trends
11.3.1.2 Market Forecast
11.3.2 France
11.3.2.1 Market Trends
11.3.2.2 Market Forecast
11.3.3 United Kingdom
11.3.3.1 Market Trends
11.3.3.2 Market Forecast
11.3.4 Italy
11.3.4.1 Market Trends
11.3.4.2 Market Forecast
11.3.5 Spain
11.3.5.1 Market Trends
11.3.5.2 Market Forecast
11.3.6 Russia
11.3.6.1 Market Trends
11.3.6.2 Market Forecast
11.3.7 Others
11.3.7.1 Market Trends
11.3.7.2 Market Forecast
11.4 Latin America
11.4.1 Brazil
11.4.1.1 Market Trends
11.4.1.2 Market Forecast
11.4.2 Mexico
11.4.2.1 Market Trends
11.4.2.2 Market Forecast
11.4.3 Others
11.4.3.1 Market Trends
11.4.3.2 Market Forecast
11.5 Middle East and Africa
11.5.1 Market Trends
11.5.2 Market Breakup by Country
11.5.3 Market Forecast
12 SWOT Analysis
12.1 Overview
12.2 Strengths
12.3 Weaknesses
12.4 Opportunities
12.5 Threats
13 Value Chain Analysis
14 Porters Five Forces Analysis
14.1 Overview
14.2 Bargaining Power of Buyers
14.3 Bargaining Power of Suppliers
14.4 Degree of Competition
14.5 Threat of New Entrants
14.6 Threat of Substitutes
15 Price Analysis
16 Competitive Landscape
16.1 Market Structure
16.2 Key Players
16.3 Profiles of Key Players
16.3.1 Ace Casual Furniture
16.3.1.1 Company Overview
16.3.1.2 Product Portfolio
16.3.2 AKRacing
16.3.2.1 Company Overview
16.3.2.2 Product Portfolio
16.3.3 Arozzi North America
16.3.3.1 Company Overview
16.3.3.2 Product Portfolio
16.3.4 Corsair Gaming Inc.
16.3.4.1 Company Overview
16.3.4.2 Product Portfolio
16.3.4.3 Financials
16.3.5 DXRacer
16.3.5.1 Company Overview
16.3.5.2 Product Portfolio
16.3.6 GT Omega Racing Ltd
16.3.6.1 Company Overview
16.3.6.2 Product Portfolio
16.3.7 Impakt S.A.
16.3.7.1 Company Overview
16.3.7.2 Product Portfolio
16.3.8 noblechairs
16.3.8.1 Company Overview
16.3.8.2 Product Portfolio
16.3.9 Secretlab
16.3.9.1 Company Overview
16.3.9.2 Product Portfolio
16.3.10 Thermaltake Technology Co. Ltd.
16.3.10.1 Company Overview
16.3.10.2 Product Portfolio
16.3.10.3 Financials
16.3.11 ThunderX3
16.3.11.1 Company Overview
16.3.11.2 Product Portfolio
16.3.12 Vertagear Inc.
16.3.12.1 Company Overview
16.3.12.2 Product Portfolio

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