Currently, The Gaming Chair Is No Longer Limited To Game Seats.

May 20, 2019

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The e-sports chair is an epoch-making new product that subverts the traditional seat concept, breaks the traditional seat making process and transforms the traditional seat material. The esports chair follows a unique humanized design concept, which is ergonomic, has three characteristics of wear resistance, scratch resistance and high temperature resistance. It has good air permeability and is easy to clean. The product design is fashionable, simple and generous. At present, the esports chair is no longer limited to game seats, and is gradually becoming popular among people's work, study and production sites.


At the national policy level, e-sports gradually got rid of the exclusive impression of the "Internet addiction teenager" in the public's vision and became a legally recognized official competition. As early as 2003, e-sports became the 99th official sports project; in 2006, the e-sports project management regulations were officially announced; in 2008, e-sports was included in China’s No. 78 sports program; in 2013, the General Administration of Sports established e-sports countries. team;


In 2014, the World Cyber Games (WCA) was permanently held in Yinchuan; on March 19, 2016, the State Sports General Administration announced the establishment of the China Mobile E-sports Industry Alliance; on April 18, 2016, the Sports Information Center of the State Sports General Administration joined forces. Tang Telecom (600198) hosted the first National Mobile E-sports Competition (CMEG). The recognition and support of national policies and the improvement of the e-sports environment have greatly promoted the development of the Chinese e-sports chair industry.


China's e-sports chair industry is currently in the growth stage, the market space is still large, and the industry scale is growing rapidly. According to the "2017-2022 China E-sports Chair Industry Market Competitiveness Survey and Investment Prospects Forecast Report" released by the New World Industrial Research Center, the annual output of China's e-sports chair increased from 2.355 million to 3.06 million in 2013-2016. The annual growth rate of output increased from 11.3% to 15.6%, and the growth rate gradually accelerated. The sales volume increased from 2.174 million to 2.862 million, and the sales growth rate increased from 12.1% to 16.3%.


The e-sports industry in developed countries such as Europe, North America and South Korea has developed earlier and is relatively mature. The research on e-sports chairs is also early. At present, the esports chair industry in foreign developed countries mainly focuses on the design of products, especially in ergonomics and mechanics, and the quality, comfort and environmental protection of products are relatively high.


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