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Global Entertainment Robots Market – Industry Trends and Forecast to 2029

  • ICT
  • Upcoming Report
  • Sep 2022
  • Global
  • 350 Pages
  • No of Tables: 220
  • No of Figures: 60

Global Entertainment Robots Market – Industry Trends and Forecast to 2029

Market Size in USD Billion

CAGR - % Diagram

Diagram Forecast Period 2021–2029
Diagram Market Size (Base Year) USD 11.22 Billion
Diagram Market Size (Forecast Year) USD 60.07 Billion
Diagram CAGR %

Global Entertainment Robots Market, By Product (Robot Toys, Educational Robots, Robotic Companion Pets), End User (Media, Education, Retail and Others) – Industry Trends and Forecast to 2029.

Entertainment Robots Market Analysis and Size

Advances in artificial intelligence technology and its application in children's toys, as well as increased demand for animatronics, are expected to drive the entertainment robots market in the coming years.

Data Bridge Market Research analyses that the entertainment robots market was valued at USD 11.22 billion in 2021 and is expected to reach the value of USD 60.07 billion by 2029, at a CAGR of 23.33% during the forecast period. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and pestle analysis.

Entertainment Robots Market Scope and Segmentation

Report Metric

Details

Forecast Period

2022 to 2029

Base Year

2021

Historic Years

2020 (Customizable to 2014 - 2019)

Quantitative Units

Revenue in USD billion, Volumes in Units, Pricing in USD

Segments Covered

Product (Robot Toys, Educational Robots, Robotic Companion Pets), End User (Media, Education, Retail and Others)

Countries Covered

U.S., Canada and Mexico in North America, Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe in Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (M.E.A.) as a part of Middle East and Africa (M.E.A.), Brazil, Argentina and Rest of South America as part of South America

Market Players Covered

KUKA (Germany), Hasbro INC. (U.S.), Modular Robotics (U.S.), MATTEL INC (U.S.), SPHERO (U.S.), BLUEFROG ROBOTICS (France), Robobuilder (South Korea), Sony Corporation (Japan), Lego (Denmark)

Market Opportunities

  • Growing demand for companion robots
  • The growing applications in healthcare industry

Market Definition

Entertainment robots are those that are purposefully designed to entertain humans rather than serve any practical purpose. These robots are outfitted with sensors, microphones for voice recognition, and cameras for face recognition in order to interact with humans. It can be programmed to perform a variety of entertainment tasks such as dance routines, singing, trade fair, multimedia tasks, and so on. It is commonly used in the creation of narrative environments as well as in the field of cultural entertainment.

Global Entertainment Robots Market Dynamics

Drivers

  • Growing demand for animatronics

Advances in artificial intelligence technology and its application in children's toys, as well as increased demand for animatronics, are expected to drive the entertainment robots market in the coming years. Furthermore, the growing population of elderly and children, as well as the scarcity of resources to care for them, increases the use of entertainment robots.

  • Entertainment robots as an educational tool

Education robots are used for learning purposes, which increases the market opportunity for entertainment robots. The increased demand for both educational and entertainment robots has fuelled the growth of the entertainment robots market. The increased demand for educational robots among trainers, educational institutions, and parents for educational purposes has allowed the market to expand. Along with their use in entertainment, robots are also used for problem solving, critical thinking, creative problem solving, and innovative problem solving, and doing the reasoning allows for growth.

Opportunity

There are robot companion pets that are used by senior citizens for therapeutic and health purposes, as well as to alleviate loneliness. These companion robots make pet sounds and gestures that appear real, allowing the market to expand.

Restraints

The high initial cost and technical complexity involved in the human-machine interface are the major factors acting as restraints, among others, and will further challenge the entertainment robots market during the forecast period.

This entertainment robots market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the entertainment robots market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.

COVID-19 Impact on Entertainment Robots Market

The real factors of a world engaging COVID-19 have forced entire countries to rely - like never before - on the internet for correspondence, work, business, training, and recreation. This increased reliance has increased the need to respond to numerous inquiries about the intellectual property law implications of network activities. Nations and the global community in general have not completely ignored transnational copyright issues. On a fundamental level, public councils only occasionally consider transnational aspects of copyright matters in regulation, but there are cases where they have acted on these angles.

Global Entertainment Robots Market Scope

The entertainment robots market is segmented on the basis of product and end user. The growth amongst these segments will help you analyse meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.

Product

End user

  • Media
  • Education
  • Retail
  • Others

Entertainment Robots Market Regional Analysis/Insights

The entertainment robots market is analysed and market size insights and trends are provided by country, product and end user as referenced above.

The countries covered in the entertainment robots market report are U.S., Canada and Mexico in North America, Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe in Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (M.E.A.) as a part of Middle East and Africa (M.E.A.), Brazil, Argentina and Rest of South America as part of South America

Asia-Pacific is dominating the market due to the advancements in camera and sensor technologies are propelling demand for entertainment robots in this region,. North America is expected to be the fastest growing region in the entertainment robots market due to the thriving animatronics industry.

The country section of the report also provides individual market impacting factors and changes in market regulation that impact the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of Global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.   

Competitive Landscape and Entertainment Robots Market Share Analysis

The entertainment robots market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, Global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to entertainment robots market.

Some of the major players operating in the entertainment robots market are:

  • KUKA (Germany)
  • Hasbro INC. (U.S.)
  • Modular Robotics (U.S.)
  • MATTEL INC (U.S.)
  • SPHERO (U.S.)
  • BLUEFROG ROBOTICS (France)
  • Robobuilder (South Korea)
  • Sony Corporation (Japan)
  • Lego (Denmark)


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Research Methodology:

Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.

The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.

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Customization Available:

Data Bridge Market Research is a leader in advanced formative research. We take pride in servicing our existing and new customers with data and analysis that match and suits their goal. The report can be customized to include price trend analysis of target brands understanding the market for additional countries (ask for the list of countries), clinical trial results data, literature review, refurbished market and product base analysis. Market analysis of target competitors can be analyzed from technology-based analysis to market portfolio strategies. We can add as many competitors that you require data about in the format and data style you are looking for. Our team of analysts can also provide you data in crude raw excel files pivot tables (Fact book) or can assist you in creating presentations from the data sets available in the report.

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FREQUENTLY ASK QUESTIONS

The Entertainment Robots Market value is expected USD 60.07 billion by 2029.
The market is expected to grow at a rate of market is 23.33% during the forecast period of 2022 to 2029.
The major players operating in the Entertainment Robots Market are KUKA (Germany), Hasbro INC. (U.S.), Modular Robotics (U.S.), MATTEL INC (U.S.), SPHERO (U.S.), BLUEFROG ROBOTICS (France), Robobuilder (South Korea), Sony Corporation (Japan), Lego (Denmark).
On the basis of product, the Entertainment Robots Market is segmented into Robot Toys, Educational Robots, Robotic Companion Pets.
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