Market Overview:
The global entertainment robots market is expected to grow at a CAGR of 10.5% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for commercial and non-commercial entertainment robots across different applications such as gaming & entertainment, athletic sports, film and television, and others. North America is expected to hold the largest share of the global entertainment robots market in 2018, followed by Europe. Asia Pacific is projected to be the fastest growing region during the forecast period.
Product Definition:
A Entertainment Robot is a type of robot that is used primarily for the purpose of providing entertainment. They can be found in a variety of settings, including amusement parks, casinos, and even private homes. Entertainment robots come in all shapes and sizes, from small tabletop machines to large animatronic creatures. While their primary purpose is to provide amusement or entertainment, some entertainment robots can also be used for educational purposes or as part of marketing campaigns.
Commercial Entertainment Robots:
Commercial entertainment robots are used to perform several tasks such as music, comedy, and dance. They are also capable of interacting with humans in a social environment. The commercial entertainment robot market is expected to witness significant growth over the forecast period owing to factors such as increasing demand for human-like behavior from customer service sectors and need for amusement & leisure facilities across different industry verticals.
The global commercial entertainment robots market was valued at USD 685 million in 2015.
Non-Commercial Entertainment Robots:
Non-Commercial Entertainment Robots are used in live shows, music concerts, events and other places for entertainment purposes. These robots can interact with audience and perform actions based on their commands. They are equipped with sensors that help them to react to the environment around them.
These robots have a wide range of applications such as they can move from one place to another or pick an object from a table.
Application Insights:
The gaming and entertainment application segment accounted for the largest revenue share of over 40% in 2017. The segment is expected to witness significant growth over the forecast period owing to increasing use of robots in arcades, interactive playfields, and carnivals. Furthermore, film and television is estimated to be one of the fastest-growing segments during the forecast period owing to increasing use of entertainment robots for acting roles on screen.
The athletic sports application segment is also projected to grow at a lucrative rate during the study period due primarily to rising popularity among consumers regarding interaction withrobotics technology in fitness centers or gyms. Moreover, these devices are used by athletes as training aids or competition partners thereby driving its demand further. In addition, film appearances by these robots have increased their popularity among fans which has boosted overall market growth significantly over recent years.
Regional Analysis:
North America dominated the global market in terms of revenue share in 2017. The U.S., as well as Canada, is a hub for technological advancements and high adoption rate of robotics technology across various industrial applications. Robotic entertainment has gained significant traction across North America owing to its increasing use in film and television production, especially for small-scale productions that require little or no special effects but need to be done quickly with limited budgets.
Asia Pacific is expected to witness the highest growth over the forecast period owing to growing demand from countries such as Japan, China, South Korea and India among others due to rising investments from domestic companies looking at potential opportunities offered by these markets along with government support towards adoption of entertainment robots within homes rather than commercial spaces (similarly like how service robots are being adopted). This trend will continue driving regional market growth over the next eight years.
Growth Factors:
- Increasing demand for leisure and entertainment activities
- Rising disposable income of consumers
- Proliferation of digital technologies and internet penetration
- Growing trend of automation and mechanization in various industries
- Emergence of new applications for entertainment robots
Scope Of The Report
Report Attributes
Report Details
Report Title
Entertainment Robots Market Research Report
By Type
Commercial Entertainment Robots, Non-Commercial Entertainment Robots
By Application
Gaming & Entertainment, Athletic Sports, Film and Television, Others
By Companies
Hasbro, Lego, Mattel, Sphero, WowWee, Aldebaran, Bluefrog Robotics, Modular Robotics, Robobuilder, Robotis, Hasbro
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
162
Number of Tables & Figures
114
Customization Available
Yes, the report can be customized as per your need.
Global Entertainment Robots Market Report Segments:
The global Entertainment Robots market is segmented on the basis of:
Types
Commercial Entertainment Robots, Non-Commercial Entertainment Robots
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Gaming & Entertainment, Athletic Sports, Film and Television, Others
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- Hasbro
- Lego
- Mattel
- Sphero
- WowWee
- Aldebaran
- Bluefrog Robotics
- Modular Robotics
- Robobuilder
- Robotis
- Hasbro
Highlights of The Entertainment Robots Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Commercial Entertainment Robots
- Non-Commercial Entertainment Robots
- By Application:
- Gaming & Entertainment
- Athletic Sports
- Film and Television
- Others
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Entertainment Robots Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
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- Consumer Insights
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- Product & Brand Management
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Entertainment robots are artificially intelligent machines that entertain people. They can be used in a variety of settings, such as amusement parks, movie theaters, and casinos.
Some of the major companies in the entertainment robots market are Hasbro, Lego, Mattel, Sphero, WowWee, Aldebaran, Bluefrog Robotics, Modular Robotics, Robobuilder, Robotis, Hasbro.
The entertainment robots market is expected to register a CAGR of 10.5%.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Entertainment Robots Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Entertainment Robots Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Entertainment Robots Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Entertainment Robots Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Entertainment Robots Market Size & Forecast, 2020-2028 4.5.1 Entertainment Robots Market Size and Y-o-Y Growth 4.5.2 Entertainment Robots Market Absolute $ Opportunity
Chapter 5 Global Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Market Size Forecast by Type
5.2.1 Commercial Entertainment Robots
5.2.2 Non-Commercial Entertainment Robots
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Market Size Forecast by Applications
6.2.1 Gaming & Entertainment
6.2.2 Athletic Sports
6.2.3 Film and Television
6.2.4 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Entertainment Robots Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Entertainment Robots Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Analysis and Forecast
9.1 Introduction
9.2 North America Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Market Size Forecast by Type
9.6.1 Commercial Entertainment Robots
9.6.2 Non-Commercial Entertainment Robots
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Market Size Forecast by Applications
9.10.1 Gaming & Entertainment
9.10.2 Athletic Sports
9.10.3 Film and Television
9.10.4 Others
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Analysis and Forecast
10.1 Introduction
10.2 Europe Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Market Size Forecast by Type
10.6.1 Commercial Entertainment Robots
10.6.2 Non-Commercial Entertainment Robots
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Market Size Forecast by Applications
10.10.1 Gaming & Entertainment
10.10.2 Athletic Sports
10.10.3 Film and Television
10.10.4 Others
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Market Size Forecast by Type
11.6.1 Commercial Entertainment Robots
11.6.2 Non-Commercial Entertainment Robots
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Market Size Forecast by Applications
11.10.1 Gaming & Entertainment
11.10.2 Athletic Sports
11.10.3 Film and Television
11.10.4 Others
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Analysis and Forecast
12.1 Introduction
12.2 Latin America Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Market Size Forecast by Type
12.6.1 Commercial Entertainment Robots
12.6.2 Non-Commercial Entertainment Robots
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Market Size Forecast by Applications
12.10.1 Gaming & Entertainment
12.10.2 Athletic Sports
12.10.3 Film and Television
12.10.4 Others
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Market Size Forecast by Type
13.6.1 Commercial Entertainment Robots
13.6.2 Non-Commercial Entertainment Robots
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Market Size Forecast by Applications
13.10.1 Gaming & Entertainment
13.10.2 Athletic Sports
13.10.3 Film and Television
13.10.4 Others
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Entertainment Robots Market: Competitive Dashboard
14.2 Global Entertainment Robots Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Hasbro
14.3.2 Lego
14.3.3 Mattel
14.3.4 Sphero
14.3.5 WowWee
14.3.6 Aldebaran
14.3.7 Bluefrog Robotics
14.3.8 Modular Robotics
14.3.9 Robobuilder
14.3.10 Robotis
14.3.11 Hasbro