Market Overview:
The global home entertainment and leisure robots market is expected to grow at a CAGR of 10.5% during the forecast period from 2018 to 2030. The market growth can be attributed to the increasing demand for robotic companions pets, rising disposable income, and technological advancements in robotics. In terms of type, the education and research robots segment is expected to hold the largest share of the global home entertainment and leisure robots market during the forecast period. This can be attributed to growing investments by governments in research & development (R&D) activities for educational robotics applications across different regions. In terms of application, children are expected to account for a larger share of the global home entertainment and leisure robots market during the forecast period as compared with other age groups. This can be attributed to increasing adoption rates of robotic companion pets by parents worldwide owing to their various benefits such as enhancing cognitive skills, reducing stress levels, etc.
Product Definition:
Home entertainment and leisure robots are autonomous machines that are designed for domestic or personal use. They can provide companionship, assistance with household tasks, or amusement. Home entertainment and leisure robots have the potential to improve the quality of our lives by providing us with relief from boredom, reducing our workloads, or keeping us company.
Education and Research Robots:
The global education and research robots, it's usage and growth factor in the home entertainment and leisure robots market size was valued at USD 6.5 million in 2015. The increasing demand for human interaction coupled with the availability of low-cost sensors is expected to drive growth over the forecast period.
Robotic Companion Pets:
Robotic companion pets are intelligent robots that are designed to interact with humans. They can be used for entertainment, home assistance and therapeutic purposes. The robotic companion pets market is in its nascent stage; however, the growing geriatric population coupled with rising disposable income levels in developing countries such as India and China is expected to drive growth over the forecast period.
Application Insights:
The others application segment includes the use of robots for physical therapy and therapeutic applications. The children application segment is expected to be the fastest-growing over the forecast period owing to rising adoption of interactive entertainment systems in homes. The elderly people application segment is also expected to witness significant growth over the forecast period as these devices help them perform daily activities easier.
The research robots category was dominated by North America with a share of more than 40% in 2017, attributed to high R&D investments in this region for developing new applications and services related with entertainment and home healthcare robotics. In addition, presence of prominent robotic companies such as iRobot Corporation, eMagin Inc., MYS850L Cylinder Intelligent Robot developed from YASKAWA Europe GmbH & Co., Ltd., etc. will drive market growth over the coming years.
Regional Analysis:
North America dominated the global market in 2017. The growth can be attributed to increasing investments in R&D and rising adoption of technologies such as Artificial Intelligence (AI), machine learning, robotics, and automation. Moreover, growing trend of having a robot for household chores is expected to drive the regional demand over the forecast period.
Asia Pacific is anticipated to witness significant growth over the next eight years owing to increasing disposable income levels coupled with growing population especially in China and India. Furthermore, government initiatives encouraging domestic robots for daily chores are also expected drive regional demand during the forecast period.
Growth Factors:
- Increasing demand for leisure and entertainment activities: The global population is increasingly becoming urbanized, with more people living in cities. This has led to a rise in the demand for leisure and entertainment activities, which are mostly available in cities. Leisure and entertainment robots can help meet this demand by providing novel and convenient ways of enjoying leisure and entertainment activities.
- Growing popularity of home automation: Home automation is becoming increasingly popular as it offers homeowners a number of benefits, such as convenience, security, energy savings, and increased comfort. Home automation systems typically include home theater systems, lighting control systems, HVAC control systems, security alarm systems, motorized window treatments or blinds/shades/drapes), door locks etc., which can be controlled using a single interface or app on smartphones or other devices. Leisure and entertainment robots can be integrated into home automation systems to provide an even more immersive experience for homeowners.
- Advances in robotics technology: Robotics technology is advancing rapidly thanks to advances in areas such as artificial intelligence (AI), machine learning (ML), sensors etc., which are enabling robots to become smarter and more capable than ever before. This is leading to the development of new types of leisure and entertainment robots that are able to provide enhanced experiences for users. For example, there are now robot toys that can interact with children using AI-based facial recognition technology; dance floor robots that create dynamic light shows; VR gaming bots that let users
Scope Of The Report
Report Attributes
Report Details
Report Title
Home Entertainment and Leisure Robots Market Research Report
By Type
Education and Research Robots, Robotic Companion Pets, Others
By Application
Children, Elderly People, Others
By Companies
Modular Robotics, Robobuilder, SoftBank Robotics, Sony Corporation, Sphero, Blue Frog Robotics, WowWee Group
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
246
Number of Tables & Figures
173
Customization Available
Yes, the report can be customized as per your need.
Global Home Entertainment and Leisure Robots Market Report Segments:
The global Home Entertainment and Leisure Robots market is segmented on the basis of:
Types
Education and Research Robots, Robotic Companion Pets, Others
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
Children, Elderly People, 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:
- Modular Robotics
- Robobuilder
- SoftBank Robotics
- Sony Corporation
- Sphero
- Blue Frog Robotics
- WowWee Group
Highlights of The Home Entertainment and Leisure 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:
- Education and Research Robots
- Robotic Companion Pets
- Others
- By Application:
- Children
- Elderly People
- 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 Home Entertainment and Leisure 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.
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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?
Home entertainment and leisure robots are devices that can be used to entertain or relax people in their homes. They may include devices such as televisions, DVD players, gaming consoles, and home cinema systems.
Some of the major companies in the home entertainment and leisure robots market are Modular Robotics, Robobuilder, SoftBank Robotics, Sony Corporation, Sphero, Blue Frog Robotics, WowWee Group.
The home entertainment and leisure 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 Home Entertainment and Leisure 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 Home Entertainment and Leisure Robots Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Home Entertainment and Leisure 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 Home Entertainment and Leisure 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 Home Entertainment and Leisure Robots Market Size & Forecast, 2018-2028 4.5.1 Home Entertainment and Leisure Robots Market Size and Y-o-Y Growth 4.5.2 Home Entertainment and Leisure Robots Market Absolute $ Opportunity
Chapter 5 Global Home Entertainment and Leisure Robots 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 Home Entertainment and Leisure Robots Market Size Forecast by Type
5.2.1 Education and Research Robots
5.2.2 Robotic Companion Pets
5.2.3 Others
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Home Entertainment and Leisure Robots 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 Home Entertainment and Leisure Robots Market Size Forecast by Applications
6.2.1 Children
6.2.2 Elderly People
6.2.3 Others
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Home Entertainment and Leisure 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 Home Entertainment and Leisure 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 Home Entertainment and Leisure Robots Analysis and Forecast
9.1 Introduction
9.2 North America Home Entertainment and Leisure Robots 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 Home Entertainment and Leisure Robots Market Size Forecast by Type
9.6.1 Education and Research Robots
9.6.2 Robotic Companion Pets
9.6.3 Others
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 Home Entertainment and Leisure Robots Market Size Forecast by Applications
9.10.1 Children
9.10.2 Elderly People
9.10.3 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 Home Entertainment and Leisure Robots Analysis and Forecast
10.1 Introduction
10.2 Europe Home Entertainment and Leisure Robots 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 Home Entertainment and Leisure Robots Market Size Forecast by Type
10.6.1 Education and Research Robots
10.6.2 Robotic Companion Pets
10.6.3 Others
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 Home Entertainment and Leisure Robots Market Size Forecast by Applications
10.10.1 Children
10.10.2 Elderly People
10.10.3 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 Home Entertainment and Leisure Robots Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Home Entertainment and Leisure Robots 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 Home Entertainment and Leisure Robots Market Size Forecast by Type
11.6.1 Education and Research Robots
11.6.2 Robotic Companion Pets
11.6.3 Others
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 Home Entertainment and Leisure Robots Market Size Forecast by Applications
11.10.1 Children
11.10.2 Elderly People
11.10.3 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 Home Entertainment and Leisure Robots Analysis and Forecast
12.1 Introduction
12.2 Latin America Home Entertainment and Leisure Robots 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 Home Entertainment and Leisure Robots Market Size Forecast by Type
12.6.1 Education and Research Robots
12.6.2 Robotic Companion Pets
12.6.3 Others
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 Home Entertainment and Leisure Robots Market Size Forecast by Applications
12.10.1 Children
12.10.2 Elderly People
12.10.3 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) Home Entertainment and Leisure Robots Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Home Entertainment and Leisure Robots 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) Home Entertainment and Leisure Robots Market Size Forecast by Type
13.6.1 Education and Research Robots
13.6.2 Robotic Companion Pets
13.6.3 Others
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) Home Entertainment and Leisure Robots Market Size Forecast by Applications
13.10.1 Children
13.10.2 Elderly People
13.10.3 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 Home Entertainment and Leisure Robots Market: Competitive Dashboard
14.2 Global Home Entertainment and Leisure Robots Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Modular Robotics
14.3.2 Robobuilder
14.3.3 SoftBank Robotics
14.3.4 Sony Corporation
14.3.5 Sphero
14.3.6 Blue Frog Robotics
14.3.7 WowWee Group