The global market for VR Chair was valued at US$ 247 million in the year 2023 and is projected to reach a revised size of US$ 2466 million by 2030, growing at a CAGR of 39.2% during the forecast period.
VR Chair is a specialized piece of seating equipment designed for immersive virtual reality (VR) experiences. It typically features built-in sensors, motors, and actuators that provide haptic feedback, allowing users to feel movements, vibrations, or other sensations that correspond with the virtual environment. These chairs often incorporate a rotating or tilting mechanism to simulate motion, enhancing realism during activities like gaming, simulations, or virtual tours. VR chairs are used to increase immersion and comfort, reducing physical strain while allowing users to engage with VR content more dynamically.
North American market for VR Chair is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for VR Chair is estimated to increase from $ million in 2023 to reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The major global manufacturers of VR Chair include D-BOX, Roto VR, Positron, Yaw VR, Interactive Entertainment Group, FuninVR, Jiangsu Empower Intelligent Technology, Guangzhou Steki Amusement Equipment, Nanjing AllController Technology, Guangdong VRway Technology, etc. In 2023, the world's top three vendors accounted for approximately % of the revenue.
This report aims to provide a comprehensive presentation of the global market for VR Chair, 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 VR Chair.
The VR Chair 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 VR Chair 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 VR Chair 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.
麻豆原创 Segmentation
By Company
D-BOX
Roto VR
Positron
Yaw VR
Interactive Entertainment Group
FuninVR
Jiangsu Empower Intelligent Technology
Guangzhou Steki Amusement Equipment
Nanjing AllController Technology
Guangdong VRway Technology
Shenzhen Cas Derui Intelligent Tech
VR Hero Zone
VART VR
LEKE VR Technology
by Type
Single VR Chair
Multi-Person VR Chair
by Application
Entertainment
Training and Simulation
Medical
Others
Production by Region
North America
Europe
China
Japan
Consumption by Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Southeast Asia
Europe
Germany
France
U.K.
Italy
Russia
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 VR Chair manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of VR Chair 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.
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1 VR Chair 麻豆原创 Overview
1.1 Product Definition
1.2 VR Chair by Type
1.2.1 Global VR Chair 麻豆原创 Value Comparison by Type (2024-2030)
1.2.2 Single VR Chair
1.2.3 Multi-Person VR Chair
1.3 VR Chair by Application
1.3.1 Global VR Chair 麻豆原创 Value by Application (2024-2030)
1.3.2 Entertainment
1.3.3 Training and Simulation
1.3.4 Medical
1.3.5 Others
1.4 Global VR Chair 麻豆原创 Size Estimates and Forecasts
1.4.1 Global VR Chair Revenue 2019-2030
1.4.2 Global VR Chair Sales 2019-2030
1.4.3 Global VR Chair 麻豆原创 Average Price (2019-2030)
1.5 Assumptions and Limitations
2 VR Chair 麻豆原创 Competition by Manufacturers
2.1 Global VR Chair Sales 麻豆原创 Share by Manufacturers (2019-2024)
2.2 Global VR Chair Revenue 麻豆原创 Share by Manufacturers (2019-2024)
2.3 Global VR Chair Average Price by Manufacturers (2019-2024)
2.4 Global Key Players of VR Chair, Industry Ranking, 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of VR Chair, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of VR Chair, Product Type & Application
2.7 Global Key Manufacturers of VR Chair, Date of Enter into This Industry
2.8 Global VR Chair 麻豆原创 Competitive Situation and Trends
2.8.1 Global VR Chair 麻豆原创 Concentration Rate
2.8.2 The Global 5 and 10 Largest VR Chair Players 麻豆原创 Share by Revenue
2.8.3 Global VR Chair 麻豆原创 Share by Company Type (Tier 1, Tier 2, and Tier 3)
2.9 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Global VR Chair 麻豆原创 Scenario by Region
3.1 Global VR Chair 麻豆原创 Size by Region: 2019 Versus 2023 Versus 2030
3.2 Global VR Chair Sales by Region: 2019-2030
3.2.1 Global VR Chair Sales by Region: 2019-2024
3.2.2 Global VR Chair Sales by Region: 2025-2030
3.3 Global VR Chair Revenue by Region: 2019-2030
3.3.1 Global VR Chair Revenue by Region: 2019-2024
3.3.2 Global VR Chair Revenue by Region: 2025-2030
3.4 North America VR Chair 麻豆原创 Facts & Figures by Country
3.4.1 North America VR Chair 麻豆原创 Size by Country: 2019 VS 2023 VS 2030
3.4.2 North America VR Chair Sales by Country (2019-2030)
3.4.3 North America VR Chair Revenue by Country (2019-2030)
3.4.4 United States
3.4.5 Canada
3.5 Europe VR Chair 麻豆原创 Facts & Figures by Country
3.5.1 Europe VR Chair 麻豆原创 Size by Country: 2019 VS 2023 VS 2030
3.5.2 Europe VR Chair Sales by Country (2019-2030)
3.5.3 Europe VR Chair 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 VR Chair 麻豆原创 Facts & Figures by Region
3.6.1 Asia Pacific VR Chair 麻豆原创 Size by Region: 2019 VS 2023 VS 2030
3.6.2 Asia Pacific VR Chair Sales by Region (2019-2030)
3.6.3 Asia Pacific VR Chair Revenue by Region (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 Southeast Asia
3.7 Latin America VR Chair 麻豆原创 Facts & Figures by Country
3.7.1 Latin America VR Chair 麻豆原创 Size by Country: 2019 VS 2023 VS 2030
3.7.2 Latin America VR Chair Sales by Country (2019-2030)
3.7.3 Latin America VR Chair Revenue by Country
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.7.7 Colombia
3.8 Middle East and Africa VR Chair 麻豆原创 Facts & Figures by Country
3.8.1 Middle East and Africa VR Chair 麻豆原创 Size by Country: 2019 VS 2023 VS 2030
3.8.2 Middle East and Africa VR Chair Sales by Country (2019-2030)
3.8.3 Middle East and Africa VR Chair Revenue by Country
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global VR Chair Sales by Type (2019-2030)
4.1.1 Global VR Chair Sales by Type (2019-2024)
4.1.2 Global VR Chair Sales by Type (2025-2030)
4.1.3 Global VR Chair Sales 麻豆原创 Share by Type (2019-2030)
4.2 Global VR Chair Revenue by Type (2019-2030)
4.2.1 Global VR Chair Revenue by Type (2019-2024)
4.2.2 Global VR Chair Revenue by Type (2025-2030)
4.2.3 Global VR Chair Revenue 麻豆原创 Share by Type (2019-2030)
4.3 Global VR Chair Price by Type (2019-2030)
5 Segment by Application
5.1 Global VR Chair Sales by Application (2019-2030)
5.1.1 Global VR Chair Sales by Application (2019-2024)
5.1.2 Global VR Chair Sales by Application (2025-2030)
5.1.3 Global VR Chair Sales 麻豆原创 Share by Application (2019-2030)
5.2 Global VR Chair Revenue by Application (2019-2030)
5.2.1 Global VR Chair Revenue by Application (2019-2024)
5.2.2 Global VR Chair Revenue by Application (2025-2030)
5.2.3 Global VR Chair Revenue 麻豆原创 Share by Application (2019-2030)
5.3 Global VR Chair Price by Application (2019-2030)
6 Key Companies Profiled
6.1 D-BOX
6.1.1 D-BOX Company Information
6.1.2 D-BOX Description and Business Overview
6.1.3 D-BOX VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.1.4 D-BOX VR Chair Product Portfolio
6.1.5 D-BOX Recent Developments/Updates
6.2 Roto VR
6.2.1 Roto VR Company Information
6.2.2 Roto VR Description and Business Overview
6.2.3 Roto VR VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.2.4 Roto VR VR Chair Product Portfolio
6.2.5 Roto VR Recent Developments/Updates
6.3 Positron
6.3.1 Positron Company Information
6.3.2 Positron Description and Business Overview
6.3.3 Positron VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.3.4 Positron VR Chair Product Portfolio
6.3.5 Positron Recent Developments/Updates
6.4 Yaw VR
6.4.1 Yaw VR Company Information
6.4.2 Yaw VR Description and Business Overview
6.4.3 Yaw VR VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.4.4 Yaw VR VR Chair Product Portfolio
6.4.5 Yaw VR Recent Developments/Updates
6.5 Interactive Entertainment Group
6.5.1 Interactive Entertainment Group Company Information
6.5.2 Interactive Entertainment Group Description and Business Overview
6.5.3 Interactive Entertainment Group VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.5.4 Interactive Entertainment Group VR Chair Product Portfolio
6.5.5 Interactive Entertainment Group Recent Developments/Updates
6.6 FuninVR
6.6.1 FuninVR Company Information
6.6.2 FuninVR Description and Business Overview
6.6.3 FuninVR VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.6.4 FuninVR VR Chair Product Portfolio
6.6.5 FuninVR Recent Developments/Updates
6.7 Jiangsu Empower Intelligent Technology
6.7.1 Jiangsu Empower Intelligent Technology Company Information
6.7.2 Jiangsu Empower Intelligent Technology Description and Business Overview
6.7.3 Jiangsu Empower Intelligent Technology VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.7.4 Jiangsu Empower Intelligent Technology VR Chair Product Portfolio
6.7.5 Jiangsu Empower Intelligent Technology Recent Developments/Updates
6.8 Guangzhou Steki Amusement Equipment
6.8.1 Guangzhou Steki Amusement Equipment Company Information
6.8.2 Guangzhou Steki Amusement Equipment Description and Business Overview
6.8.3 Guangzhou Steki Amusement Equipment VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.8.4 Guangzhou Steki Amusement Equipment VR Chair Product Portfolio
6.8.5 Guangzhou Steki Amusement Equipment Recent Developments/Updates
6.9 Nanjing AllController Technology
6.9.1 Nanjing AllController Technology Company Information
6.9.2 Nanjing AllController Technology Description and Business Overview
6.9.3 Nanjing AllController Technology VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.9.4 Nanjing AllController Technology VR Chair Product Portfolio
6.9.5 Nanjing AllController Technology Recent Developments/Updates
6.10 Guangdong VRway Technology
6.10.1 Guangdong VRway Technology Company Information
6.10.2 Guangdong VRway Technology Description and Business Overview
6.10.3 Guangdong VRway Technology VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.10.4 Guangdong VRway Technology VR Chair Product Portfolio
6.10.5 Guangdong VRway Technology Recent Developments/Updates
6.11 Shenzhen Cas Derui Intelligent Tech
6.11.1 Shenzhen Cas Derui Intelligent Tech Company Information
6.11.2 Shenzhen Cas Derui Intelligent Tech Description and Business Overview
6.11.3 Shenzhen Cas Derui Intelligent Tech VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.11.4 Shenzhen Cas Derui Intelligent Tech VR Chair Product Portfolio
6.11.5 Shenzhen Cas Derui Intelligent Tech Recent Developments/Updates
6.12 VR Hero Zone
6.12.1 VR Hero Zone Company Information
6.12.2 VR Hero Zone Description and Business Overview
6.12.3 VR Hero Zone VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.12.4 VR Hero Zone VR Chair Product Portfolio
6.12.5 VR Hero Zone Recent Developments/Updates
6.13 VART VR
6.13.1 VART VR Company Information
6.13.2 VART VR Description and Business Overview
6.13.3 VART VR VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.13.4 VART VR VR Chair Product Portfolio
6.13.5 VART VR Recent Developments/Updates
6.14 LEKE VR Technology
6.14.1 LEKE VR Technology Company Information
6.14.2 LEKE VR Technology Description and Business Overview
6.14.3 LEKE VR Technology VR Chair Sales, Revenue and Gross Margin (2019-2024)
6.14.4 LEKE VR Technology VR Chair Product Portfolio
6.14.5 LEKE VR Technology Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 VR Chair Industry Chain Analysis
7.2 VR Chair Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 VR Chair Production Mode & Process
7.4 VR Chair Sales and 麻豆原创ing
7.4.1 VR Chair Sales Channels
7.4.2 VR Chair Distributors
7.5 VR Chair Customers
8 VR Chair 麻豆原创 Dynamics
8.1 VR Chair Industry Trends
8.2 VR Chair 麻豆原创 Drivers
8.3 VR Chair 麻豆原创 Challenges
8.4 VR Chair 麻豆原创 Restraints
9 Research Findings and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 麻豆原创 Size Estimation
10.1.3 麻豆原创 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
D-BOX
Roto VR
Positron
Yaw VR
Interactive Entertainment Group
FuninVR
Jiangsu Empower Intelligent Technology
Guangzhou Steki Amusement Equipment
Nanjing AllController Technology
Guangdong VRway Technology
Shenzhen Cas Derui Intelligent Tech
VR Hero Zone
VART VR
LEKE VR Technology
听
听
*If Applicable.