Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Entertainment Robots Market by Type (Commercial Entertainment Robots, Non-Commercial Entertainment Robots), By Application (Gaming & Entertainment, Athletic Sports, Film and Television, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Entertainment Robots Market by Type (Commercial Entertainment Robots, Non-Commercial Entertainment Robots), By Application (Gaming & Entertainment, Athletic Sports, Film and Television, Others) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 323653 4200 Machinery & Equipment 377 162 Pages 4.6 (31)
                                          

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.


Global Entertainment Robots Industry Outlook


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:

  1. Hasbro
  2. Lego
  3. Mattel
  4. Sphero
  5. WowWee
  6. Aldebaran
  7. Bluefrog Robotics
  8. Modular Robotics
  9. Robobuilder
  10. Robotis
  11. Hasbro

Global Entertainment Robots Market Overview


Highlights of The Entertainment Robots Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Commercial Entertainment Robots
    2. Non-Commercial Entertainment Robots
  1. By Application:

    1. Gaming & Entertainment
    2. Athletic Sports
    3. Film and Television
    4. Others
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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
  • Business Expansion Strategies
  • Consumer Insights
  • Understanding Competition Scenario
  • Product & Brand Management
  • Channel & Customer Management
  • Identifying Appropriate Advertising Appeals

Global Entertainment Robots Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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