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Global Ergonomic Chair for Gaming Market Research Report 2025

Global Ergonomic Chair for Gaming Market Research Report 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1721786

No of Pages : 91

Synopsis
An Ergonomic office chair, or desk chair, is a type of chair that is designed for use at a desk in an office. Usually, the Ergonomic office chairs have adjustable seats, armrests, backs, back supports, and heights to prevent repetitive stress injury and back pain associated with sitting for long periods.
The global Ergonomic Chair for Gaming market was valued at US$ 4512 million in 2023 and is anticipated to reach US$ 7811.9 million by 2030, witnessing a CAGR of 9.0% during the forecast period 2024-2030.
The ergonomic chair for gaming market is a segment of the furniture industry that focuses on providing specialized chairs designed to enhance comfort and support for gamers during long gaming sessions. These chairs are engineered to promote good posture, reduce fatigue, and improve overall gaming experience.

This report aims to provide a comprehensive presentation of the global market for Ergonomic Chair for Gaming, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Ergonomic Chair for Gaming.
Report Scope
The Ergonomic Chair for Gaming market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Ergonomic Chair for Gaming market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Ergonomic Chair for Gaming manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Market Segmentation
By Company
Steelcase
Herman Miller
Haworth
HNI Group
Okamura Corporation
Kimball Office
AURORA
TopStar
Bristol
True Innovations
Segment by Type
<2 Degrees of Freedom Adjustment
2-3 Degrees of Freedom Adjustment
>3 Degrees of Freedom Adjustment
Segment by Application
Online Sales
Offline Sales
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of Ergonomic Chair for Gaming manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of Ergonomic Chair for Gaming in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 9: The main points and conclusions of the report.
Index
1 Ergonomic Chair for Gaming Market Overview
1.1 Product Overview and Scope of Ergonomic Chair for Gaming
1.2 Ergonomic Chair for Gaming Segment by Type
1.2.1 Global Ergonomic Chair for Gaming Market Value Comparison by Type (2024-2030)
1.2.2 <2 Degrees of Freedom Adjustment
1.2.3 2-3 Degrees of Freedom Adjustment
1.2.4 >3 Degrees of Freedom Adjustment
1.3 Ergonomic Chair for Gaming Segment by Application
1.3.1 Global Ergonomic Chair for Gaming Market Value by Application: (2024-2030)
1.3.2 Online Sales
1.3.3 Offline Sales
1.4 Global Ergonomic Chair for Gaming Market Size Estimates and Forecasts
1.4.1 Global Ergonomic Chair for Gaming Revenue 2019-2030
1.4.2 Global Ergonomic Chair for Gaming Sales 2019-2030
1.4.3 Global Ergonomic Chair for Gaming Market Average Price (2019-2030)
1.5 Assumptions and Limitations
2 Ergonomic Chair for Gaming Market Competition by Manufacturers
2.1 Global Ergonomic Chair for Gaming Sales Market Share by Manufacturers (2019-2024)
2.2 Global Ergonomic Chair for Gaming Revenue Market Share by Manufacturers (2019-2024)
2.3 Global Ergonomic Chair for Gaming Average Price by Manufacturers (2019-2024)
2.4 Global Ergonomic Chair for Gaming Industry Ranking 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of Ergonomic Chair for Gaming, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of Ergonomic Chair for Gaming, Product Type & Application
2.7 Ergonomic Chair for Gaming Market Competitive Situation and Trends
2.7.1 Ergonomic Chair for Gaming Market Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest Ergonomic Chair for Gaming Players Market Share by Revenue
2.7.3 Global Ergonomic Chair for Gaming Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Ergonomic Chair for Gaming Retrospective Market Scenario by Region
3.1 Global Ergonomic Chair for Gaming Market Size by Region: 2019 Versus 2023 Versus 2030
3.2 Global Ergonomic Chair for Gaming Global Ergonomic Chair for Gaming Sales by Region: 2019-2030
3.2.1 Global Ergonomic Chair for Gaming Sales by Region: 2019-2024
3.2.2 Global Ergonomic Chair for Gaming Sales by Region: 2025-2030
3.3 Global Ergonomic Chair for Gaming Global Ergonomic Chair for Gaming Revenue by Region: 2019-2030
3.3.1 Global Ergonomic Chair for Gaming Revenue by Region: 2019-2024
3.3.2 Global Ergonomic Chair for Gaming Revenue by Region: 2025-2030
3.4 North America Ergonomic Chair for Gaming Market Facts & Figures by Country
3.4.1 North America Ergonomic Chair for Gaming Market Size by Country: 2019 VS 2023 VS 2030
3.4.2 North America Ergonomic Chair for Gaming Sales by Country (2019-2030)
3.4.3 North America Ergonomic Chair for Gaming Revenue by Country (2019-2030)
3.4.4 United States
3.4.5 Canada
3.5 Europe Ergonomic Chair for Gaming Market Facts & Figures by Country
3.5.1 Europe Ergonomic Chair for Gaming Market Size by Country: 2019 VS 2023 VS 2030
3.5.2 Europe Ergonomic Chair for Gaming Sales by Country (2019-2030)
3.5.3 Europe Ergonomic Chair for Gaming Revenue by Country (2019-2030)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific Ergonomic Chair for Gaming Market Facts & Figures by Country
3.6.1 Asia Pacific Ergonomic Chair for Gaming Market Size by Country: 2019 VS 2023 VS 2030
3.6.2 Asia Pacific Ergonomic Chair for Gaming Sales by Country (2019-2030)
3.6.3 Asia Pacific Ergonomic Chair for Gaming Revenue by Country (2019-2030)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.7 Latin America Ergonomic Chair for Gaming Market Facts & Figures by Country
3.7.1 Latin America Ergonomic Chair for Gaming Market Size by Country: 2019 VS 2023 VS 2030
3.7.2 Latin America Ergonomic Chair for Gaming Sales by Country (2019-2030)
3.7.3 Latin America Ergonomic Chair for Gaming Revenue by Country (2019-2030)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.7.7 Colombia
3.8 Middle East and Africa Ergonomic Chair for Gaming Market Facts & Figures by Country
3.8.1 Middle East and Africa Ergonomic Chair for Gaming Market Size by Country: 2019 VS 2023 VS 2030
3.8.2 Middle East and Africa Ergonomic Chair for Gaming Sales by Country (2019-2030)
3.8.3 Middle East and Africa Ergonomic Chair for Gaming Revenue by Country (2019-2030)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global Ergonomic Chair for Gaming Sales by Type (2019-2030)
4.1.1 Global Ergonomic Chair for Gaming Sales by Type (2019-2024)
4.1.2 Global Ergonomic Chair for Gaming Sales by Type (2025-2030)
4.1.3 Global Ergonomic Chair for Gaming Sales Market Share by Type (2019-2030)
4.2 Global Ergonomic Chair for Gaming Revenue by Type (2019-2030)
4.2.1 Global Ergonomic Chair for Gaming Revenue by Type (2019-2024)
4.2.2 Global Ergonomic Chair for Gaming Revenue by Type (2025-2030)
4.2.3 Global Ergonomic Chair for Gaming Revenue Market Share by Type (2019-2030)
4.3 Global Ergonomic Chair for Gaming Price by Type (2019-2030)
5 Segment by Application
5.1 Global Ergonomic Chair for Gaming Sales by Application (2019-2030)
5.1.1 Global Ergonomic Chair for Gaming Sales by Application (2019-2024)
5.1.2 Global Ergonomic Chair for Gaming Sales by Application (2025-2030)
5.1.3 Global Ergonomic Chair for Gaming Sales Market Share by Application (2019-2030)
5.2 Global Ergonomic Chair for Gaming Revenue by Application (2019-2030)
5.2.1 Global Ergonomic Chair for Gaming Revenue by Application (2019-2024)
5.2.2 Global Ergonomic Chair for Gaming Revenue by Application (2025-2030)
5.2.3 Global Ergonomic Chair for Gaming Revenue Market Share by Application (2019-2030)
5.3 Global Ergonomic Chair for Gaming Price by Application (2019-2030)
6 Key Companies Profiled
6.1 Steelcase
6.1.1 Steelcase Corporation Information
6.1.2 Steelcase Description and Business Overview
6.1.3 Steelcase Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.1.4 Steelcase Ergonomic Chair for Gaming Product Portfolio
6.1.5 Steelcase Recent Developments/Updates
6.2 Herman Miller
6.2.1 Herman Miller Corporation Information
6.2.2 Herman Miller Description and Business Overview
6.2.3 Herman Miller Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.2.4 Herman Miller Ergonomic Chair for Gaming Product Portfolio
6.2.5 Herman Miller Recent Developments/Updates
6.3 Haworth
6.3.1 Haworth Corporation Information
6.3.2 Haworth Description and Business Overview
6.3.3 Haworth Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.3.4 Haworth Ergonomic Chair for Gaming Product Portfolio
6.3.5 Haworth Recent Developments/Updates
6.4 HNI Group
6.4.1 HNI Group Corporation Information
6.4.2 HNI Group Description and Business Overview
6.4.3 HNI Group Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.4.4 HNI Group Ergonomic Chair for Gaming Product Portfolio
6.4.5 HNI Group Recent Developments/Updates
6.5 Okamura Corporation
6.5.1 Okamura Corporation Corporation Information
6.5.2 Okamura Corporation Description and Business Overview
6.5.3 Okamura Corporation Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.5.4 Okamura Corporation Ergonomic Chair for Gaming Product Portfolio
6.5.5 Okamura Corporation Recent Developments/Updates
6.6 Kimball Office
6.6.1 Kimball Office Corporation Information
6.6.2 Kimball Office Description and Business Overview
6.6.3 Kimball Office Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.6.4 Kimball Office Ergonomic Chair for Gaming Product Portfolio
6.6.5 Kimball Office Recent Developments/Updates
6.7 AURORA
6.6.1 AURORA Corporation Information
6.6.2 AURORA Description and Business Overview
6.6.3 AURORA Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.4.4 AURORA Ergonomic Chair for Gaming Product Portfolio
6.7.5 AURORA Recent Developments/Updates
6.8 TopStar
6.8.1 TopStar Corporation Information
6.8.2 TopStar Description and Business Overview
6.8.3 TopStar Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.8.4 TopStar Ergonomic Chair for Gaming Product Portfolio
6.8.5 TopStar Recent Developments/Updates
6.9 Bristol
6.9.1 Bristol Corporation Information
6.9.2 Bristol Description and Business Overview
6.9.3 Bristol Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.9.4 Bristol Ergonomic Chair for Gaming Product Portfolio
6.9.5 Bristol Recent Developments/Updates
6.10 True Innovations
6.10.1 True Innovations Corporation Information
6.10.2 True Innovations Description and Business Overview
6.10.3 True Innovations Ergonomic Chair for Gaming Sales, Revenue and Gross Margin (2019-2024)
6.10.4 True Innovations Ergonomic Chair for Gaming Product Portfolio
6.10.5 True Innovations Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 Ergonomic Chair for Gaming Industry Chain Analysis
7.2 Ergonomic Chair for Gaming Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Ergonomic Chair for Gaming Production Mode & Process
7.4 Ergonomic Chair for Gaming Sales and Marketing
7.4.1 Ergonomic Chair for Gaming Sales Channels
7.4.2 Ergonomic Chair for Gaming Distributors
7.5 Ergonomic Chair for Gaming Customers
8 Ergonomic Chair for Gaming Market Dynamics
8.1 Ergonomic Chair for Gaming Industry Trends
8.2 Ergonomic Chair for Gaming Market Drivers
8.3 Ergonomic Chair for Gaming Market Challenges
8.4 Ergonomic Chair for Gaming Market Restraints
9 Research Finding and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Market Size Estimation
10.1.3 Market Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer

Published By : QY Research

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