デフォルト表紙
市場調査レポート
商品コード
1615385

ゲーミングチェア市場:製品、流通チャネル、エンドユーザー別-2025~2030年の世界予測

Gaming Chair Market by Product (Hybrid Gaming Chair, PC Gaming Chair, Platform Gaming Chairs), Distribution Channel (Offline, Online), End-Use - Global Forecast 2025-2030


出版日
発行
360iResearch
ページ情報
英文 184 Pages
納期
即日から翌営業日
カスタマイズ可能
適宜更新あり
価格
価格表記: USDを日本円(税抜)に換算
本日の銀行送金レート: 1USD=146.99円
ゲーミングチェア市場:製品、流通チャネル、エンドユーザー別-2025~2030年の世界予測
出版日: 2024年12月01日
発行: 360iResearch
ページ情報: 英文 184 Pages
納期: 即日から翌営業日
GIIご利用のメリット
  • 全表示
  • 概要
  • 図表
  • 目次
概要

ゲーミングチェア市場は、2023年に12億9,000万米ドルと評価され、2024年には13億8,000万米ドルに達すると予測され、CAGR 7.51%で成長し、2030年には21億4,000万米ドルに達すると予測されています。

ゲーミングチェア市場は、快適性、人間工学に基づいたサポート、ゲーマーに合わせた先進的機能を提供することで、ゲーム体験を向上させるように設計されたシーティングソリューションに焦点を当てています。ゲーム産業が世界的に拡大し続ける中、長時間のゲームセッションにおける身体的負担を軽減し、全体的なゲームパフォーマンスを向上させるゲーミングチェアの必要性が高まっています。最終用途は、主にesportsセグメントの消費者、カジュアルゲーマー、プロゲーマー、そしてゲームスペースを兼ねることが多い急成長中のホームオフィスです。同市場は、esports人気の高まり、ゲーム愛好家の急増、座っているときの姿勢の悪さからくる健康関連の問題に対する意識の高まりなど、さまざまな成長要因の影響を受けています。これらの要因は、特に人間工学に基づいた設計の強化、触覚フィードバックや没入型オーディオシステムなどの先進技術の統合、カスタマイズ可能な美観などのニッチな需要への対応による製品の多様化において、大きな潜在的機会をもたらしています。しかし、市場は、激しい競合、幅広い普及を妨げる高い製品コスト、進化する消費者の期待に応えるための継続的な技術革新の必要性などの課題に直面しています。経済変動やサプライチェーンの混乱も、特に原料の入手可能性や製造コストの面で、市場の成長を制限する可能性があります。機会を活用するために、市場参入企業は環境に優しい材料を使用することで持続可能性に焦点を当て、個々のユーザーの好みに適応するAI主導のパーソナライズされたシーティングソリューションを開発するための研究に投資することができます。さらに、オンラインプラットフォームを通じて流通チャネルを拡大することで、成長するeコマースセグメントを取り込むことができます。ビジネスの成長のためには、IoT接続によるユーザーの姿勢の追跡・改善や、健康的なゲーム習慣を促進するためのウェルネス機能の統合など、スマート技術の統合を模索することがイノベーションの主要セグメントとなります。ゲーミングチェア市場はダイナミックであり、その可能性を活かすためには、動向や課題に積極的に取り組む必要があります。

主要市場の統計
基準年[2023年] 12億9,000万米ドル
予測年[2024年] 13億8,000万米ドル
予測年[2030年] 21億4,000万米ドル
CAGR(%) 7.51%

市場力学:急速に進化するゲーミングチェア市場の主要市場洞察を公開

ゲーミングチェア市場は、需要と供給のダイナミックな相互作用によって変貌を遂げています。このような市場力学の進化を理解することで、企業は十分な情報に基づいた投資決定、戦略的意思決定、新たなビジネス機会の獲得を行うことができます。こうした動向を包括的に把握することで、企業は政治的、地理的、技術的、社会的、経済的な領域にわたる様々なリスクを軽減することができるとともに、消費者行動とそれが製造コストや購買動向に与える影響をより明確に理解することができます。

  • 市場促進要因
    • 世界の家庭用ビデオゲーム人気の高まり
    • チェア製品をプロが推薦するeスポーツの増加
  • 市場抑制要因
    • チェアのリコール問題、人間工学に基づいたチェアの設計の複雑さ
  • 市場機会
    • スマート機能の統合によるゲーミングチェアの進歩
    • ゲーミングチェア製品のオンライン販売開始
  • 市場課題
    • 低品質製品や偽造品の入手可能性

ポーターのファイブフォース:ゲーミングチェア市場をナビゲートする戦略ツール

ポーターのファイブフォースフレームワークは、ゲーミングチェア市場の競合情勢を理解するための重要なツールです。ポーターのファイブフォースフレームワークは、企業の競合を評価し、戦略的機会を探るための明確な手法を記載しています。このフレームワークは、企業が市場内の勢力図を評価し、新規事業の収益性を判断するのに役立ちます。これら洞察により、企業は自社の強みを活かし、弱みに対処し、潜在的な課題を回避することができ、より強靭な市場でのポジショニングを確保することができます。

PESTLE分析:ゲーミングチェア市場における外部からの影響の把握

外部マクロ環境要因は、ゲーミングチェア市場の業績力学を形成する上で極めて重要な役割を果たします。政治的、経済的、社会的、技術的、法的、環境的要因の分析は、これらの影響をナビゲートするために必要な情報を記載しています。PESTLE要因を調査することで、企業は潜在的なリスクと機会をよりよく理解することができます。この分析により、企業は規制、消費者の嗜好、経済動向の変化を予測し、先を見越した積極的な意思決定を行う準備ができます。

市場シェア分析:ゲーミングチェア市場における競合情勢の把握

ゲーミングチェア市場の詳細な市場シェア分析により、ベンダーの業績を包括的に評価することができます。企業は、収益、顧客ベース、成長率などの主要指標を比較することで、競争上のポジショニングを明らかにすることができます。この分析により、市場の集中、セグメント化、統合の動向が明らかになり、ベンダーは競争が激化する中で自社の地位を高める戦略的意思決定を行うために必要な知見を得ることができます。

FPNVポジショニングマトリックス:ゲーミングチェア市場におけるベンダーのパフォーマンス評価

FPNVポジショニングマトリックスは、ゲーミングチェア市場においてベンダーを評価するための重要なツールです。このマトリックスにより、ビジネス組織はベンダーのビジネス戦略と製品満足度に基づき評価することで、目標に沿った十分な情報に基づいた意思決定を行うことができます。4つの象限によってベンダーを明確かつ正確にセグメント化し、戦略目標に最適なパートナーやソリューションを特定することができます。

戦略分析と推奨:ゲーミングチェア市場における成功への道筋を描く

ゲーミングチェア市場の戦略分析は、世界市場でのプレゼンス強化を目指す企業にとって不可欠です。主要なリソース、能力、業績指標を見直すことで、企業は成長機会を特定し、改善に取り組むことができます。このアプローチにより、競合情勢における課題を克服し、新たなビジネス機会を活かして長期的な成功を収めるための体制を整えることができます。

本レポートでは、主要な注目セグメントを網羅した市場の包括的な分析を提供しています。

1.市場の浸透度:現在の市場環境の詳細なレビュー、主要企業による広範なデータ、市場でのリーチと全体的な影響力を評価します。

2.市場の開拓度:新興市場における成長機会を特定し、既存セグメントにおける拡大可能性を評価し、将来の成長に向けた戦略的ロードマップを記載しています。

3.市場の多様化:最近の製品発売、未開拓の地域、産業の主要な進歩、市場を形成する戦略的投資を分析します。

4.競合の評価と情報:競合情勢を徹底的に分析し、市場シェア、事業戦略、製品ポートフォリオ、認証、規制当局の承認、特許動向、主要企業の技術進歩などを検証します。

5.製品開発とイノベーション:将来の市場成長を促進すると期待される最先端技術、研究開発活動、製品イノベーションをハイライトしています。

また、利害関係者が十分な情報に基づいた意思決定を行う上で役立つ重要な質問にも回答しています。

1.現在の市場規模と今後の成長予測は?

2.最高の投資機会を提供する製品、地域はどこか?

3.市場を形成する主要技術動向と規制の影響とは?

4.主要ベンダーの市場シェアと競合ポジションは?

5.ベンダーの市場参入・撤退戦略の原動力となる収益源と戦略的機会は何か?

目次

第1章 序文

第2章 調査手法

第3章 エグゼクティブサマリー

第4章 市場概要

第5章 市場洞察

  • 市場力学
    • 促進要因
      • 世界中で家庭用ビデオゲームの人気が高まっている
      • チェア製品をプロが推奨するeスポーツの増加
    • 抑制要因
      • チェアのリコールと人間工学に基づいたチェアの設計の複雑さ
    • 機会
      • スマート機能の統合によるゲーミングチェアの進化
      • ゲーミングチェア製品のオンライン販売開始
    • 課題
      • 低品質製品や偽造品の流通
  • 市場セグメンテーション分析
    • 製品:ハイブリッドゲーミングチェアの使用が急増し、ゲーマーの長時間労働に必要な快適さを提供することを目指す
    • 最終用途:商業部門におけるゲーミングチェアの利用の進化
  • ポーターのファイブフォース分析
  • PESTEL分析
    • 政治
    • 経済
    • 社会
    • 技術
    • 法律
    • 環境

第6章 ゲーミングチェア市場:製品別

  • イントロダクション
  • ハイブリッドゲーミングチェア
  • PCゲーミングチェア
  • プラットフォームゲーミングチェア

第7章 ゲーミングチェア市場:流通チャネル別

  • イントロダクション
  • オフライン
  • オンライン

第8章 ゲーミングチェア市場:最終用途別

  • イントロダクション
  • 商業用
  • 住宅用

第9章 南北アメリカのゲーミングチェア市場

  • イントロダクション
  • アルゼンチン
  • ブラジル
  • カナダ
  • メキシコ
  • 米国

第10章 アジア太平洋のゲーミングチェア市場

  • イントロダクション
  • オーストラリア
  • 中国
  • インド
  • インドネシア
  • 日本
  • マレーシア
  • フィリピン
  • シンガポール
  • 韓国
  • 台湾
  • タイ
  • ベトナム

第11章 欧州・中東・アフリカのゲーミングチェア市場

  • イントロダクション
  • デンマーク
  • エジプト
  • フィンランド
  • フランス
  • ドイツ
  • イスラエル
  • イタリア
  • オランダ
  • ナイジェリア
  • ノルウェー
  • ポーランド
  • カタール
  • ロシア
  • サウジアラビア
  • 南アフリカ
  • スペイン
  • スウェーデン
  • スイス
  • トルコ
  • アラブ首長国連邦
  • 英国

第12章 競合情勢

  • 市場シェア分析、2023年
  • FPNVポジショニングマトリックス、2023年
  • 競合シナリオ分析
    • SecretlabとPaper Rexがゲーミングチェアを立ち上げ、ゲームコミュニティに優れた快適さを提供
    • GTChair、東京ゲームショウ2023で革新的なフラッグシップゲーミングチェアを発表、先進的人間工学でゲーミング体験を向上
    • Herman Miller GamingとG2 Esportsが限定版エンボディゲーミングチェアを発売
  • 戦略分析と提言

企業一覧

  • Ace Casual Furniture
  • Aerocool Advanced Technologies Corporation
  • AKRacing America Inc.
  • Arozzi North America
  • BraZen Gaming Limited
  • Clutch Chairz USA Ltd.
  • Cooler Master Technology Inc.
  • Corsair Memory Inc.
  • Cybeart India Pvt. Ltd.
  • Demla Retail Pvt. Ltd.
  • DXRacer USA LLC
  • Ergomaker International Co., Limited
  • Gaming HQ
  • GT Omega LTD.
  • Herman Miller, Inc.
  • Impakt S.A
  • Karnox
  • NEEDFORSEAT LLC
  • New Retail Company
  • Pro Gamersware GmbH
  • Raidmax Tech Inc.
  • Razer Inc.
  • Secretlab SG Pte. Ltd.
  • Vertagear
  • Zauba Technologies Private Limited
図表

LIST OF FIGURES

  • FIGURE 1. GAMING CHAIR MARKET RESEARCH PROCESS
  • FIGURE 2. GAMING CHAIR MARKET SIZE, 2023 VS 2030
  • FIGURE 3. GLOBAL GAMING CHAIR MARKET SIZE, 2018-2030 (USD MILLION)
  • FIGURE 4. GLOBAL GAMING CHAIR MARKET SIZE, BY REGION, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 5. GLOBAL GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 6. GLOBAL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2023 VS 2030 (%)
  • FIGURE 7. GLOBAL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 8. GLOBAL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2023 VS 2030 (%)
  • FIGURE 9. GLOBAL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 10. GLOBAL GAMING CHAIR MARKET SIZE, BY END-USE, 2023 VS 2030 (%)
  • FIGURE 11. GLOBAL GAMING CHAIR MARKET SIZE, BY END-USE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 12. AMERICAS GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 13. AMERICAS GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 14. UNITED STATES GAMING CHAIR MARKET SIZE, BY STATE, 2023 VS 2030 (%)
  • FIGURE 15. UNITED STATES GAMING CHAIR MARKET SIZE, BY STATE, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 16. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 17. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 18. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2030 (%)
  • FIGURE 19. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY COUNTRY, 2023 VS 2024 VS 2030 (USD MILLION)
  • FIGURE 20. GAMING CHAIR MARKET SHARE, BY KEY PLAYER, 2023
  • FIGURE 21. GAMING CHAIR MARKET, FPNV POSITIONING MATRIX, 2023

LIST OF TABLES

  • TABLE 1. GAMING CHAIR MARKET SEGMENTATION & COVERAGE
  • TABLE 2. UNITED STATES DOLLAR EXCHANGE RATE, 2018-2023
  • TABLE 3. GLOBAL GAMING CHAIR MARKET SIZE, 2018-2030 (USD MILLION)
  • TABLE 4. GLOBAL GAMING CHAIR MARKET SIZE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 5. GLOBAL GAMING CHAIR MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 6. GAMING CHAIR MARKET DYNAMICS
  • TABLE 7. GLOBAL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 8. GLOBAL GAMING CHAIR MARKET SIZE, BY HYBRID GAMING CHAIR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 9. GLOBAL GAMING CHAIR MARKET SIZE, BY PC GAMING CHAIR, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 10. GLOBAL GAMING CHAIR MARKET SIZE, BY PLATFORM GAMING CHAIRS, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 11. GLOBAL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 12. GLOBAL GAMING CHAIR MARKET SIZE, BY OFFLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 13. GLOBAL GAMING CHAIR MARKET SIZE, BY ONLINE, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 14. GLOBAL GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 15. GLOBAL GAMING CHAIR MARKET SIZE, BY COMMERCIAL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 16. GLOBAL GAMING CHAIR MARKET SIZE, BY RESIDENTIAL, BY REGION, 2018-2030 (USD MILLION)
  • TABLE 17. AMERICAS GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 18. AMERICAS GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 19. AMERICAS GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 20. AMERICAS GAMING CHAIR MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 21. ARGENTINA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 22. ARGENTINA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 23. ARGENTINA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 24. BRAZIL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 25. BRAZIL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 26. BRAZIL GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 27. CANADA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 28. CANADA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 29. CANADA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 30. MEXICO GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 31. MEXICO GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 32. MEXICO GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 33. UNITED STATES GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 34. UNITED STATES GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 35. UNITED STATES GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 36. UNITED STATES GAMING CHAIR MARKET SIZE, BY STATE, 2018-2030 (USD MILLION)
  • TABLE 37. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 38. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 39. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 40. ASIA-PACIFIC GAMING CHAIR MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 41. AUSTRALIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 42. AUSTRALIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 43. AUSTRALIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 44. CHINA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 45. CHINA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 46. CHINA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 47. INDIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 48. INDIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 49. INDIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 50. INDONESIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 51. INDONESIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 52. INDONESIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 53. JAPAN GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 54. JAPAN GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 55. JAPAN GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 56. MALAYSIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 57. MALAYSIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 58. MALAYSIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 59. PHILIPPINES GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 60. PHILIPPINES GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 61. PHILIPPINES GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 62. SINGAPORE GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 63. SINGAPORE GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 64. SINGAPORE GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 65. SOUTH KOREA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 66. SOUTH KOREA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 67. SOUTH KOREA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 68. TAIWAN GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 69. TAIWAN GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 70. TAIWAN GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 71. THAILAND GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 72. THAILAND GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 73. THAILAND GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 74. VIETNAM GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 75. VIETNAM GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 76. VIETNAM GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 77. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 78. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 79. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 80. EUROPE, MIDDLE EAST & AFRICA GAMING CHAIR MARKET SIZE, BY COUNTRY, 2018-2030 (USD MILLION)
  • TABLE 81. DENMARK GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 82. DENMARK GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 83. DENMARK GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 84. EGYPT GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 85. EGYPT GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 86. EGYPT GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 87. FINLAND GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 88. FINLAND GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 89. FINLAND GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 90. FRANCE GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 91. FRANCE GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 92. FRANCE GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 93. GERMANY GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 94. GERMANY GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 95. GERMANY GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 96. ISRAEL GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 97. ISRAEL GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 98. ISRAEL GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 99. ITALY GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 100. ITALY GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 101. ITALY GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 102. NETHERLANDS GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 103. NETHERLANDS GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 104. NETHERLANDS GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 105. NIGERIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 106. NIGERIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 107. NIGERIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 108. NORWAY GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 109. NORWAY GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 110. NORWAY GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 111. POLAND GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 112. POLAND GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 113. POLAND GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 114. QATAR GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 115. QATAR GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 116. QATAR GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 117. RUSSIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 118. RUSSIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 119. RUSSIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 120. SAUDI ARABIA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 121. SAUDI ARABIA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 122. SAUDI ARABIA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 123. SOUTH AFRICA GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 124. SOUTH AFRICA GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 125. SOUTH AFRICA GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 126. SPAIN GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 127. SPAIN GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 128. SPAIN GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 129. SWEDEN GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 130. SWEDEN GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 131. SWEDEN GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 132. SWITZERLAND GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 133. SWITZERLAND GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 134. SWITZERLAND GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 135. TURKEY GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 136. TURKEY GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 137. TURKEY GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 138. UNITED ARAB EMIRATES GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 139. UNITED ARAB EMIRATES GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 140. UNITED ARAB EMIRATES GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 141. UNITED KINGDOM GAMING CHAIR MARKET SIZE, BY PRODUCT, 2018-2030 (USD MILLION)
  • TABLE 142. UNITED KINGDOM GAMING CHAIR MARKET SIZE, BY DISTRIBUTION CHANNEL, 2018-2030 (USD MILLION)
  • TABLE 143. UNITED KINGDOM GAMING CHAIR MARKET SIZE, BY END-USE, 2018-2030 (USD MILLION)
  • TABLE 144. GAMING CHAIR MARKET SHARE, BY KEY PLAYER, 2023
  • TABLE 145. GAMING CHAIR MARKET, FPNV POSITIONING MATRIX, 2023
目次
Product Code: MRR-BF5906742066

The Gaming Chair Market was valued at USD 1.29 billion in 2023, expected to reach USD 1.38 billion in 2024, and is projected to grow at a CAGR of 7.51%, to USD 2.14 billion by 2030.

The gaming chair market focuses on seating solutions designed to enhance the gaming experience by providing comfort, ergonomic support, and advanced features tailored to gamers. As the gaming industry continues to expand globally, the necessity for specialized gaming chairs rises, driven by their application in reducing physical strain during prolonged gaming sessions and improving overall gaming performance. End-use scope primarily revolves around consumers in the esports sector, casual and professional gamers, and the rapidly growing home office setup that often doubles as a gaming space. The market is influenced by various growth factors, such as the increasing popularity of esports, a surge in gaming enthusiasts, and heightened awareness about health-related issues from poor posture during sitting. These factors present significant potential opportunities, particularly in product diversification through ergonomic design enhancements, integration of advanced technologies like haptic feedback and immersive audio systems, and catering to niche demands like customizable aesthetics. However, the market faces challenges, such as intense competition, high product costs deterring wider adoption, and the need for continuous innovation to meet evolving consumer expectations. Economic fluctuations and supply chain disruptions can also limit market growth, especially in terms of raw material availability and manufacturing costs. To leverage opportunities, market players can focus on sustainability by using eco-friendly materials, and invest in research to develop AI-driven personalized seating solutions that adapt to individual user preferences. Additionally, expanding distribution channels via online platforms can help capture the growing e-commerce segment. For business growth, key areas of innovation include exploring smart technology integration, such as IoT connectivity for tracking and improving user posture or integrating wellness features to promote healthier gaming habits. The gaming chair market is dynamic, necessitating a proactive approach in addressing trends and challenges to capitalize on its potential.

KEY MARKET STATISTICS
Base Year [2023] USD 1.29 billion
Estimated Year [2024] USD 1.38 billion
Forecast Year [2030] USD 2.14 billion
CAGR (%) 7.51%

Market Dynamics: Unveiling Key Market Insights in the Rapidly Evolving Gaming Chair Market

The Gaming Chair Market is undergoing transformative changes driven by a dynamic interplay of supply and demand factors. Understanding these evolving market dynamics prepares business organizations to make informed investment decisions, refine strategic decisions, and seize new opportunities. By gaining a comprehensive view of these trends, business organizations can mitigate various risks across political, geographic, technical, social, and economic domains while also gaining a clearer understanding of consumer behavior and its impact on manufacturing costs and purchasing trends.

  • Market Drivers
    • Increasing popularity of home video gaming activities worldwide
    • Rising number of eSports with professional endorsements of chair products
  • Market Restraints
    • Adverse chair recalls and complexity of designing ergonomic chairs
  • Market Opportunities
    • Advancements in gaming chairs with the integration of smart features
    • Emerging online availability of gaming chair products
  • Market Challenges
    • Availability of low-quality and counterfeit products

Porter's Five Forces: A Strategic Tool for Navigating the Gaming Chair Market

Porter's five forces framework is a critical tool for understanding the competitive landscape of the Gaming Chair Market. It offers business organizations with a clear methodology for evaluating their competitive positioning and exploring strategic opportunities. This framework helps businesses assess the power dynamics within the market and determine the profitability of new ventures. With these insights, business organizations can leverage their strengths, address weaknesses, and avoid potential challenges, ensuring a more resilient market positioning.

PESTLE Analysis: Navigating External Influences in the Gaming Chair Market

External macro-environmental factors play a pivotal role in shaping the performance dynamics of the Gaming Chair Market. Political, Economic, Social, Technological, Legal, and Environmental factors analysis provides the necessary information to navigate these influences. By examining PESTLE factors, businesses can better understand potential risks and opportunities. This analysis enables business organizations to anticipate changes in regulations, consumer preferences, and economic trends, ensuring they are prepared to make proactive, forward-thinking decisions.

Market Share Analysis: Understanding the Competitive Landscape in the Gaming Chair Market

A detailed market share analysis in the Gaming Chair Market provides a comprehensive assessment of vendors' performance. Companies can identify their competitive positioning by comparing key metrics, including revenue, customer base, and growth rates. This analysis highlights market concentration, fragmentation, and trends in consolidation, offering vendors the insights required to make strategic decisions that enhance their position in an increasingly competitive landscape.

FPNV Positioning Matrix: Evaluating Vendors' Performance in the Gaming Chair Market

The Forefront, Pathfinder, Niche, Vital (FPNV) Positioning Matrix is a critical tool for evaluating vendors within the Gaming Chair Market. This matrix enables business organizations to make well-informed decisions that align with their goals by assessing vendors based on their business strategy and product satisfaction. The four quadrants provide a clear and precise segmentation of vendors, helping users identify the right partners and solutions that best fit their strategic objectives.

Strategy Analysis & Recommendation: Charting a Path to Success in the Gaming Chair Market

A strategic analysis of the Gaming Chair Market is essential for businesses looking to strengthen their global market presence. By reviewing key resources, capabilities, and performance indicators, business organizations can identify growth opportunities and work toward improvement. This approach helps businesses navigate challenges in the competitive landscape and ensures they are well-positioned to capitalize on newer opportunities and drive long-term success.

Key Company Profiles

The report delves into recent significant developments in the Gaming Chair Market, highlighting leading vendors and their innovative profiles. These include Ace Casual Furniture, Aerocool Advanced Technologies Corporation, AKRacing America Inc., Arozzi North America, BraZen Gaming Limited, Clutch Chairz USA Ltd., Cooler Master Technology Inc., Corsair Memory Inc., Cybeart India Pvt. Ltd., Demla Retail Pvt. Ltd., DXRacer USA LLC, Ergomaker International Co., Limited, Gaming HQ, GT Omega LTD., Herman Miller, Inc., Impakt S.A, Karnox, NEEDFORSEAT LLC, New Retail Company, Pro Gamersware GmbH, Raidmax Tech Inc., Razer Inc., Secretlab SG Pte. Ltd., Vertagear, and Zauba Technologies Private Limited.

Market Segmentation & Coverage

This research report categorizes the Gaming Chair Market to forecast the revenues and analyze trends in each of the following sub-markets:

  • Based on Product, market is studied across Hybrid Gaming Chair, PC Gaming Chair, and Platform Gaming Chairs.
  • Based on Distribution Channel, market is studied across Offline and Online.
  • Based on End-Use, market is studied across Commercial and Residential.
  • Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom.

The report offers a comprehensive analysis of the market, covering key focus areas:

1. Market Penetration: A detailed review of the current market environment, including extensive data from top industry players, evaluating their market reach and overall influence.

2. Market Development: Identifies growth opportunities in emerging markets and assesses expansion potential in established sectors, providing a strategic roadmap for future growth.

3. Market Diversification: Analyzes recent product launches, untapped geographic regions, major industry advancements, and strategic investments reshaping the market.

4. Competitive Assessment & Intelligence: Provides a thorough analysis of the competitive landscape, examining market share, business strategies, product portfolios, certifications, regulatory approvals, patent trends, and technological advancements of key players.

5. Product Development & Innovation: Highlights cutting-edge technologies, R&D activities, and product innovations expected to drive future market growth.

The report also answers critical questions to aid stakeholders in making informed decisions:

1. What is the current market size, and what is the forecasted growth?

2. Which products, segments, and regions offer the best investment opportunities?

3. What are the key technology trends and regulatory influences shaping the market?

4. How do leading vendors rank in terms of market share and competitive positioning?

5. What revenue sources and strategic opportunities drive vendors' market entry or exit strategies?

Table of Contents

1. Preface

  • 1.1. Objectives of the Study
  • 1.2. Market Segmentation & Coverage
  • 1.3. Years Considered for the Study
  • 1.4. Currency & Pricing
  • 1.5. Language
  • 1.6. Stakeholders

2. Research Methodology

  • 2.1. Define: Research Objective
  • 2.2. Determine: Research Design
  • 2.3. Prepare: Research Instrument
  • 2.4. Collect: Data Source
  • 2.5. Analyze: Data Interpretation
  • 2.6. Formulate: Data Verification
  • 2.7. Publish: Research Report
  • 2.8. Repeat: Report Update

3. Executive Summary

4. Market Overview

5. Market Insights

  • 5.1. Market Dynamics
    • 5.1.1. Drivers
      • 5.1.1.1. Increasing popularity of home video gaming activities worldwide
      • 5.1.1.2. Rising number of eSports with professional endorsements of chair products
    • 5.1.2. Restraints
      • 5.1.2.1. Adverse chair recalls and complexity of designing ergonomic chairs
    • 5.1.3. Opportunities
      • 5.1.3.1. Advancements in gaming chairs with the integration of smart features
      • 5.1.3.2. Emerging online availability of gaming chair products
    • 5.1.4. Challenges
      • 5.1.4.1. Availability of low-quality and counterfeit products
  • 5.2. Market Segmentation Analysis
    • 5.2.1. Product: Burgeoning usage of hybrid gaming chair aims to provide the comfort needed for long working hours for gamers
    • 5.2.2. End-Use: Evolving utilization of gaming chairs in the commercial sector
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Threat of New Entrants
    • 5.3.2. Threat of Substitutes
    • 5.3.3. Bargaining Power of Customers
    • 5.3.4. Bargaining Power of Suppliers
    • 5.3.5. Industry Rivalry
  • 5.4. PESTLE Analysis
    • 5.4.1. Political
    • 5.4.2. Economic
    • 5.4.3. Social
    • 5.4.4. Technological
    • 5.4.5. Legal
    • 5.4.6. Environmental

6. Gaming Chair Market, by Product

  • 6.1. Introduction
  • 6.2. Hybrid Gaming Chair
  • 6.3. PC Gaming Chair
  • 6.4. Platform Gaming Chairs

7. Gaming Chair Market, by Distribution Channel

  • 7.1. Introduction
  • 7.2. Offline
  • 7.3. Online

8. Gaming Chair Market, by End-Use

  • 8.1. Introduction
  • 8.2. Commercial
  • 8.3. Residential

9. Americas Gaming Chair Market

  • 9.1. Introduction
  • 9.2. Argentina
  • 9.3. Brazil
  • 9.4. Canada
  • 9.5. Mexico
  • 9.6. United States

10. Asia-Pacific Gaming Chair Market

  • 10.1. Introduction
  • 10.2. Australia
  • 10.3. China
  • 10.4. India
  • 10.5. Indonesia
  • 10.6. Japan
  • 10.7. Malaysia
  • 10.8. Philippines
  • 10.9. Singapore
  • 10.10. South Korea
  • 10.11. Taiwan
  • 10.12. Thailand
  • 10.13. Vietnam

11. Europe, Middle East & Africa Gaming Chair Market

  • 11.1. Introduction
  • 11.2. Denmark
  • 11.3. Egypt
  • 11.4. Finland
  • 11.5. France
  • 11.6. Germany
  • 11.7. Israel
  • 11.8. Italy
  • 11.9. Netherlands
  • 11.10. Nigeria
  • 11.11. Norway
  • 11.12. Poland
  • 11.13. Qatar
  • 11.14. Russia
  • 11.15. Saudi Arabia
  • 11.16. South Africa
  • 11.17. Spain
  • 11.18. Sweden
  • 11.19. Switzerland
  • 11.20. Turkey
  • 11.21. United Arab Emirates
  • 11.22. United Kingdom

12. Competitive Landscape

  • 12.1. Market Share Analysis, 2023
  • 12.2. FPNV Positioning Matrix, 2023
  • 12.3. Competitive Scenario Analysis
    • 12.3.1. Secretlab and Paper Rex Launch Gaming Chair to Provide Superior Comfort for the Gaming Community
    • 12.3.2. GTChair Unveils Revolutionary Flagship Gaming Chairs at Tokyo Game Show 2023, Elevating Gaming Experiences with Advanced Ergonomics
    • 12.3.3. Herman Miller Gaming and G2 Esports Launch Limited-Edition Embody Gaming Chair
  • 12.4. Strategy Analysis & Recommendation

Companies Mentioned

  • 1. Ace Casual Furniture
  • 2. Aerocool Advanced Technologies Corporation
  • 3. AKRacing America Inc.
  • 4. Arozzi North America
  • 5. BraZen Gaming Limited
  • 6. Clutch Chairz USA Ltd.
  • 7. Cooler Master Technology Inc.
  • 8. Corsair Memory Inc.
  • 9. Cybeart India Pvt. Ltd.
  • 10. Demla Retail Pvt. Ltd.
  • 11. DXRacer USA LLC
  • 12. Ergomaker International Co., Limited
  • 13. Gaming HQ
  • 14. GT Omega LTD.
  • 15. Herman Miller, Inc.
  • 16. Impakt S.A
  • 17. Karnox
  • 18. NEEDFORSEAT LLC
  • 19. New Retail Company
  • 20. Pro Gamersware GmbH
  • 21. Raidmax Tech Inc.
  • 22. Razer Inc.
  • 23. Secretlab SG Pte. Ltd.
  • 24. Vertagear
  • 25. Zauba Technologies Private Limited