What is the gaming chair be favored by target users?

The current fast pace of life makes us become like a non-stop spiral, realizing self-value in the busyness every day, and even becoming lost in the busyness.With the advent of the post-epidemic era, it seems that we have redefined a new life, and entertainment has become the spice of life and work! “E-sports entertainment” as a way of entertainment, but also naturally become the consumer’s favorite way of entertainment. So, what is the prospects and current situation of gaming chair industry market?

1

With the rapid development of e-sports industry in recent years, China has entered the period of “the first year of e-sports”. In terms of user scale, in 2021, the number of users of e-sports games in China reached 489 million, with a year-on-year growth of 0.27%.

 

With the rapid development of e-sports culture and e-sports market, gaming chair consumer groups are more and more extensive, consumer demand is more and more diversified. Common gaming chair products on the market mostly claim to ergonomic chairs, which is difficult to meet the practical needs of current target users.

 

For the current consumers, the scene of placing gaming chair is generally at home, which also means that gaming chair meets the “e-sports” attribute, but also with the “furniture” attribute. What kind of gaming chair is easier to become the product favored by consumers?

2

Based on this topic, the GDHERO team started with research on existing products in the target audience and market to provide design insights. Starting from the target users’ living habits, purchasing methods and habits, life scenes, existing product pain points and unmet demand points, as well as the different cultural experience brought to them by “e-sports”.

3

Target users will choose more professional gaming chair brand and products, will pay special attention to the matching between appearance design of gaming chair and home decoration. At the same time, product function/experience, product assembly /practicality, ergonomic applicability/comfort and other factors will be used as the evaluation basis for the purchase of products.

4

Through a lot of investigation and research, the GDHERO team came to a consensus: we are not designing an gaming seat, we are designing a part of the leisure and entertainment experience system.


Post time: Jan-04-2023