Alexandra Lange
Architecture & design critic

Hideous? Perhaps. But It’s Time to Accept the Gaming Chair.

Herman Miller and Logitech’s Embody: sleeker, lighter, somewhat less Xtreme.

It has been a long time since the world found a new chair. But in the apartments and dens of mostly young men and women, across from the soon-to-be-upgraded PC and multiple screens, there is one, introduced in the past decade and a half: the gaming chair, built for stress-free full-body support when the keyboard and heavy-duty mouse come out. It’s wheeled like an office chair, but it’s also something else. Although both types support the spine, with seats and armrests intended to keep knees and elbows at the optimal ergonomic 90-degree angle when playing or working at a desk, gaming chairs generally accommodate a greater range of movement. Many of the seatbacks can recline to 135 degrees, for cockpit-like play, while the armrests can be adjusted front to back, side to side and angled toward or awry from the body. They also typically come with adjustable pillows to support the lumbar and neck. Is a gaming chair sports equipment? Is it an office chair? Is it personal billboard? The answer is all of the above, and the boundaries are collapsing.