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Current Situation Of Gaming Chair Industry
Feb 27, 2019

#Gaming chair is a cross-era new product that overturns the traditional concept of seat and breaks the traditional seat production technology and seat material.gaming chair follows the unique humanized design concept and conforms to ergonomics, with three characteristics of abrasion resistance, scratch resistance and high temperature resistance, good air permeability, and easy to clean up. Product design trend fashion, simple and generous. At present,gaming chairs are no longer limited to game seats, but gradually spread to people's work, study and production places.


#Nowadays, e-sports has gradually got rid of the impression of "Internet addiction teenager" in the public vision and become a legal and official competition recognized by the public. As early as 2003, e-sports became the 99th official sports item, and in 2008, e-sports was included in the 78th sports item in China. In 2013, the general administration of sport established e-sports national team. On March 19, 2016, the general administration of sport of China announced the establishment of China mobile e-sports industry alliance. On April 18 of the same year, the sports information center of the general administration of sport of China and datang telecom jointly hosted the first national mobile e-sports competition (CMEG). The recognition and support of national policies and the improvement of e-sports environment play a great role in promoting the status quo ofgaming chair industry in China.


#Compared with foreign developed countries, the current situation of domestic gaming chair market mainly focuses on the production and sales of products, while the production technology is relatively weak, mainly due to the lack of relevant technical personnel in China. The design of gaming chair is mainly based on plagiarism and imitation. Gaming chair products of domestic manufacturers, product types are relatively single. At present, the domestic gaming chair market is highly recognized and high quality products are mainly aktin, proud wind. According to statistics, the annual output of gaming chairs in China increased from 2.355 million in 2013 to 3.06 million in 2016. The annual output growth rate increased from 11.3% in 2013 to 15.6% in 2016, and the growth rate gradually accelerated. The main profit margin of Chinese gaming chair industry remains at about 37%. However, with the continuous increase of the number of enterprises, the competition is also fierce, and the profit space of enterprises is gradually reduced.


#Combined with the above data, we can see that with the rapid development of e-sports industry, the current situation of e-sports chair market is still in a state of steady and rapid development. In the next few years,gaming chair will open up a blue sea in the field of e-sports.

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