Entertainment Robots Market Research Report- Global Forecast 2023

Entertainment Robots Market Research Report- Global Forecast 2023

ID: MRFR/ICT/2149-HCRR | December, 2017 | Region: Global | 100 pages | Half-Cooked Research Reports

Entertainment Robots Market, By Product (Robot Toys, Educational Robots, Robotic Companion Pets) - Global Forecast 2023

Market Synopsis of Entertainment Robots Market:
Market Scenario:
The invention of robots has not only ease human beings work but also provided a medium of entertainment. Robot toys can simulate sadness, laughter and other emotional simulation. There are animatronics robots that entertain people at different festivals and amusement parks. There are humanoid robotic toys which are usually comprised of two legs, there are robotic dog toys. Robot toys form a large part of all entertainment robots.


The factor driving of entertainment robots market is the development of entertainment robots with high artificial intelligence technology. Entertainment robots are developed for utilitarian purpose in domestic space to entertain humans, especially children, elderly, guests, or clients. Robots are equipped with microphones, and can recognize voices and cameras to avoid obstacles and identify faces. They can converse, move, sing, dance, and interact with people.


Manufacturers now a days are developing robotic kits that enhance children’s knowledge and skills in subjects such as programming, science, and mathematics through design, creation, assembly, and operation of the robots. The educational robots have pre-programmed responses to a range of questions and commands but students can also program it to do specific things such as dance moves, and synchronize them in time to music.            


The entertainment robots market is expected to grow at approximately USD 20 Billion by 2023, at 21% of CAGR between 2017 and 2023.


Study Objectives of Entertainment Robots Market:



  • To provide detailed analysis of the market structure along with forecast of the various segments and sub-segments of the entertainment robots market.

  • To provide insights about factors affecting the market growth.

  • To analyze the entertainment robots market based porter’s five force analysis etc.

  • To provide historical and forecast revenue of the market segments and sub-segments with respect to four main geographies and their countries- North America, Europe, Asia, and Rest of the World (ROW).

  • To provide country level analysis of the market with respect to the current market size and future prospective.

  • To provide country level analysis of the market for segment on the basis of product and region.

  • To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market.

  • To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new product developments, and research and developments in the entertainment robots market. 




Entertainment Robots Market

Entertainment Robots Market


Key Players:

The prominent players in the entertainment robots market are – Hasbro, Inc. (U.S.), Mattel, Inc. (U.S.), Sphero (Hong Kong), WowWee Group Limited. (Hong Kong), Aldebaran Robotics (Japan), Blu Frog Robotics (France), Modular Robotics (U.S.), Robo Builder (South Korea), Robotics Inc. (U.S.), Toshiba Machine Co. Ltd (Japan), Sony Corporation (Japan) among others.


Segments:
Entertainment Robots Market for segment on the basis of product and region.


Entertainment Robots Market by Product:



  • Robotics toy

  • Educational Robots

  • Robotic Companion Pets




Regional Analysis:
The regional analysis of entertainment robots market is being studied for region such as Asia Pacific, Americas, Europe and Rest of the World. The North America region is the leader in entertainment robots market because of the advancement in technology and implementation of artificial intelligence in developing robots. The other factor driving growth in North America region is increased adoption of robots in school and colleges.


  Intended Audience



  • Investors and consultants

  • System Integrators

  • Government Organizations

  • Research/Consultancy firms

  • Technology solution providers

  • Robot Manufacturers

TABLE OF CONTENTS

1    MARKET INTRODUCTION


      1.1    INTRODUCTION    

      1.2    SCOPE OF STUDY

            1.2.1    RESEARCH OBJECTIVE

            1.2.2    ASSUMPTIONS

            1.2.3    LIMITATIONS

      1.3    MARKET STRUCTURE

2    RESEARCH METHODOLOGY

      2.1    RESEARCH TYPE

      2.2    PRIMARY RESEARCH

      2.3    SECONDARY RESEARCH

      2.4    FORECAST MODEL

            2.4.1    MARKET DATA COLLECTION, ANALYSIS & FORECAST

            2.4.2    MARKET SIZE ESTIMATION

3    MARKET DYNAMICS 

      3.1    INTRODUCTION

      3.2    MARKET DRIVERS

      3.3    MARKET CHALLENGES

      3.4    MARKET OPPORTUNITIES 

      3.5    MARKET RESTRAINTS

4    EXECUTIVE SUMMARY 

5.    MARKET FACTOR ANALYSIS


      5.1    PORTER’S FIVE FORCES ANALYSIS

      5.2    SUPPLY CHAIN ANALYSIS

6    ENTERTAINMENT ROBOTS MARKET, BY SEGMENTS

      6.1    INTRODUCTION

      6.2    MARKET STATISTICS

            6.2.1    BY PRODUCT 

                6.2.1.1 ROBOTIC TOYS

                6.2.1.2 EDUCATIONAL ROBOTS

                6.2.1.3 ROBOTIC COMPANION PETS

            6.2.2   BY GEOGRAPHY 

                6.2.2.1 NORTH AMERICA

                6.2.2.2 EUROPE

                6.2.2.3 ASIA-PACIFIC

                6.2.2.4 REST OF THE WORLD

7    COMPETITIVE ANALYSIS

      7.1    MARKET SHARE ANALYSIS

      7.2    COMPANY PROFILES

            7.2.1   HASBRO, INC. (U.S.)      

            7.2.2    MATTEL, INC. (U.S.)

            7.2.3    SPHERO (HONG KONG) 

            7.2.4    WOWWEE GROUP LIMITED. (HONG KONG)

            7.2.5    ALDEBARAN ROBOTICS (JAPAN)

            7.2.6    BLU FROG ROBOTICS (FRANCE)

            7.2.7    MODULAR ROBOTICS (U.S.)

            7.2.8    ROBO BUILDER (SOUTH KOREA)

            7.2.9    ROBOTICS INC (U.S.)

            7.2.10  TOSHIBA MACHINE CO. LTD (JAPAN)

            7.2.11  SONY CORPORATION (JAPAN)

            7.2.12  OTHERS



LIST OF TABLES

TABLE 1      ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 2      ENTERTAINMENT ROBOTS MARKET, BY GEOGRAPHY

TABLE 3     NORTH AMERICA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 4     U.S. ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 5     CANADA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 6     EUROPE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 7     GERMANY ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 8     FRANCE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 9     U.K. ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 10    REST OF EUROPE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 11    ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

TABLE 12    REST OF THE WORLD ENTERTAINMENT ROBOTS MARKET, BY PRODUCT

 

LIST OF FIGURES

FIGURE 1    RESEARCH TYPE

FIGURE 2    ENTERTAINMENT ROBOTS MARKET: BY PRODUCT (%)

FIGURE 3    ENTERTAINMENT ROBOTS MARKET: BY REGION (%)

FIGURE 4    NORTH AMERICA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT (%)

FIGURE 5    EUROPE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT (%)

FIGURE 6    ASIA-PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT (%)

FIGURE 7    ROW ENTERTAINMENT ROBOTS MARKET, BY PRODUCT (%)