BanG@tigerstrongtech.com    +86-13164747344
enLanguage
Cont

Have any Questions?

+86-13164747344

Jun 14, 2022

In 2022, the global E-sports audience will increase to 532 million. Will the e-sports chair become a new outlet?

1. The most real product demand insights often come from the "number one player"

"Is the eSports chair an IQ tax?" On social media such as Zhihu, station B and xiaohongshu, doubts about the e-sports chair can be heard all the time. Especially for high-end products with a price of more than 1000 yuan, consumers often express doubts that the concept "gimmick" is greater than the function.

Therefore, how to rebuild consumers' scientific understanding of this category and develop really "value for money" good products based on in-depth insight into market demand has become a common challenge for all professional E-sports chair brands.

There is no doubt that "comfort" is the most basic and core demand for E-sports chairs. Judging from the product evaluation of E-sports chairs by KOL of major science and technology categories and game categories, the focus is also on whether the products conform to the real ergonomics, such as the structural design of headrests, seat backs, waist supports, armrests and other seats, and whether the use experience is comfortable enough.

For game players and sedentary people, the chair is their "second bed". This long-term living habit inevitably brings many chronic health problems, such as the strain of cervical vertebrae, lumbar vertebrae, thighs, buttocks and other parts due to poor sitting posture and sedentary movement.

These problems are most concentrated on professional E-sports players. Relevant data show that 75% of E-sports players generally have different degrees of occupational diseases. The accumulation of losses is also the reason why some talented E-sports players retired early at the peak.

Based on this, improving the comfort and experience of products through technology and design innovation has become the focus of product iteration of many professional E-sports chair brands.

Some brands will choose E-sports professionals as seed users for their insight into market demand.

2. Ergonomic enabled E-sports chair, professional and trendy double upgrade

Looking at the domestic E-sports chair industry, most of the merchants are still small and medium-sized enterprises. Their R & D investment is generally low, especially in the low-end market with a price band of 100 yuan. They tend to create "gorgeous" and "cool" product appearance, while ignoring the core demands of safety and comfort.

For example, the traditional E-sports chairs are mostly leather seats, and most of them are equipped with thickened sponge pads, which are not breathable in material. Many consumers reflect that summer is the most embarrassing time. After sitting for a long time, they often feel hot and sweat covered or even wet their pants.

On the other hand, the price band of more than 1000 yuan is the main battlefield of the traditional "ergonomic chair". In the past, this kind of products mainly targeted at the office crowd, but their products often failed to keep up with the market trend in appearance design, showing an obvious homogenization trend in style, with a strong sense of office business.

It is obvious that there is a cross blank area between the two categories of traditional E-sports chairs and ergonomic chairs. Based on the demand pain point, we should learn from others' strong points and integrate the dual advantages of the two categories for innovation. It has become a solution for professional E-sports chair brands to carry out product innovation. Low back problem is the primary pain point of sedentary people. Therefore, strengthening the support of the waist and reducing the pressure of the spine and sciatic nerve is a core competitiveness of the e-sports chair products.


Send Inquiry