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エンターテインメントロボットの世界市場:分析と予測

Global Entertainment Robots Market Research Report Forecast to 2023

発行 Market Research Future 商品コード 882303
出版日 ページ情報 英文 71 Pages
納期: 即日から翌営業日
価格
本日の銀行送金レート: 1USD=108.55円で換算しております。
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エンターテインメントロボットの世界市場:分析と予測 Global Entertainment Robots Market Research Report Forecast to 2023
出版日: 2019年06月30日 ページ情報: 英文 71 Pages
概要

当レポートでは、世界のエンターテインメントロボット市場について調査分析し、市場力学、市場動向、セグメント別の市場分析、競合情勢、主要企業などについて、体系的な情報を提供しています。

第1章 市場イントロダクション

第2章 調査手法

第3章 市場力学

  • イントロダクション
  • 促進要因
  • 抑制要因
  • 課題
  • 機会

第4章 世界のエンターテインメントロボット市場:製品別

  • 概要
  • ロボットトイ
  • 教育用ロボット
  • ロボットコンパニオンペット

第5章 世界のエンターテインメントロボット市場:エンドユーザー別

  • 概要
  • メディア
  • 教育
  • 小売り
  • その他

第6章 世界のエンターテインメントロボット市場:地域別

  • イントロダクション
  • 北米
  • 欧州
  • アジア太平洋
  • その他

第7章 競合情勢

  • 競合情勢

第8章 企業プロファイル

  • KUKA (ドイツ)
  • Hasbro, INC. (米国)
  • MATTEL, INC (米国)
  • SPHERO (米国)
  • BLUEFROG ROBOTICS
  • MODULAR ROBOTICS
  • ROBOBUILDER
  • ソニー
  • LEGO
図表

List of Tables

  • TABLE 1 LIST OF ASSUMPTIONS
  • TABLE 2 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 3 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 4 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY REGION, 2018-2023 (USD MILLION)
  • TABLE 5 NORTH AMERICA: ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2018-2023 (USD MILLION)
  • TABLE 6 NORTH AMERICA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 7 NORTH AMERICA ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2018-2023 (USD MILLION)
  • TABLE 8 U.S.: ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2016-2023 (USD MILLION)
  • TABLE 9 U.S.: ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016-2023 (USD MILLION)
  • TABLE 10 CANADA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 11 CANADA ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016-2023 (USD MILLION)
  • TABLE 12 EUROPE ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2018-2023 (USD MILLION)
  • TABLE 13 EUROPE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 14 EUROPE ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016-2023 (USD MILLION)
  • TABLE 15 THE U.K ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 16 THE U.K ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016-2023 (USD MILLION)
  • TABLE 17 GERMANY ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 18 GERMANY ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2018-2023 (USD MILLION)
  • TABLE 19 FRANCE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2016-2023 (USD MILLION)
  • TABLE 20 FRANCE ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016-2023 (USD MILLION)
  • TABLE 21 REST OF EUROPE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 22 REST OF EUROPE ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016-2023 (USD MILLION)
  • TABLE 23 ASIA PACIFIC ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2018-2023 (USD MILLION)
  • TABLE 24 ASIA PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 25 ASIA PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 26 CHINA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 27 CHINA ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016-2023 (USD MILLION)
  • TABLE 28 JAPAN ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 29 JAPAN ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2018-2023 (USD MILLION)
  • TABLE 30 INDIA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2016-2023 (USD MILLION)
  • TABLE 31 INDIA ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016-2023 (USD MILLION)
  • TABLE 32 REST OF ASIA PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 33 REST OF ASIA PACIFIC ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016-2023 (USD MILLION)
  • TABLE 34 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2018-2023 (USD MILLION)
  • TABLE 35 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • TABLE 36 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2018-2023 (USD MILLION) 

List of Figures

  • FIGURE 1 GLOBAL ENTERTAINMENT ROBOTS MARKET: MARKET STRUCTURE
  • FIGURE 2 RESEARCH PROCESS OF MRFR
  • FIGURE 3 TOP DOWN & BOTTOM UP APPROACH
  • FIGURE 4 DROC ANALYSIS OF GLOBAL ENTERTAINMENT ROBOTS MARKET
  • FIGURE 5 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2016 TO 2023 (USD MILLION)
  • FIGURE 6 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY END USER, 2016 TO 2023 (USD MILLION)
  • FIGURE 7 GLOBAL ENTERTAINMENT ROBOTS MARKET, BY REGION, 2016 TO 2023 (USD MILLION)
  • FIGURE 8 NORTH AMERICA: ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2016 TO 2023 (USD MILLION)
  • FIGURE 9 NORTH AMERICA ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2016 TO 2023 (USD MILLION)
  • FIGURE 10 NORTH AMERICA ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2016 TO 2023 (USD MILLION)
  • FIGURE 11 EUROPE: ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2016 TO 2023 (USD MILLION)
  • FIGURE 12 EUROPE ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • FIGURE 13 EUROPE ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2018-2023 (USD MILLION)
  • FIGURE 14 ASIA PACIFIC ENTERTAINMENT ROBOTS MARKET, BY COUNTRY, 2016 TO 2023 (USD MILLION)
  • FIGURE 15 ASIA PACIFIC ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • FIGURE 16 ASIA PACIFIC ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2018-2023 (USD MILLION)
  • FIGURE 17 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY PRODUCT, 2018-2023 (USD MILLION)
  • FIGURE 18 REST OF THE WORLD (ROW) ENTERTAINMENT ROBOTS MARKET, BY END-USER, 2018-2023 (USD MILLION)
  • FIGURE 19 GLOBAL ENTERTAINMENT ROBOTS MARKET KEY PLAYERS MARKET POSITION, 2017 (%)
目次

Introduction

Entertainment robots are designed for a number of applications specifically in commercial and entertainment industries. These robots can interact with individuals and perform various actions such as singing, dancing, and telling stories. Various entertainment robots like Aibo, Poo-Chi, Bo-Wow, iDOG, Gupi, Teksta, and i-Cybie are gaining popularity in the commercial sector. For the purpose of this study, the global entertainment robots market has been segmented on the basis of product, end user, and region.

The entertainment robots market is growing due to developing artificial intelligence technology, increasing demand for animatronic robots, and rapidly growing geriatric population. While the high initial cost incurred in the production of these robots is hampering the market growth in the forthcoming years.

The global entertainment robots market is expected to grow at 23.06% CAGR during the forecast period, 2018-2023. In 2016, the market was led by Asia-Pacific with 44.12% share, followed by North America and Europe with shares of 32.39% and 15.25% respectively.

The global entertainment robots market has been segmented based on product, end user, and region. On the basis of product, the market has been segmented into robot toys, educational robots, and robotic companion pets. By end user, the market has been segmented into media, education, retail, and others. By region, the market has been segmented into North America, Asia-Pacific, Europe, and the rest of the world.

Based on the product, the robot toys dominated the entertainment robots market in 2017 by generating highest market revenue of USD 784.27 million and is estimated to generate a market value of USD 2,505.12 million by 2023 growing at a 22.47% CAGR. Whereas, educational robots are projected to witness the fastest growth of a 25.45% CAGR during the forecast period 2018-2023.

Based on end user, the media industry dominated the entertainment robots market in 2017 by generating highest market revenue of USD 635.74 million and is estimated to generate a market value of USD 2,060.46 million by 2023 growing at a 22.76% CAGR. Whereas, the education segment is projected to grow with the fastest CAGR of 25.82% during the forecast period 2018-2023.

The global entertainment robots market is expected to reach approximately USD 3,715.29 million by 2023, exhibiting a CAGR of 23.06% between 2018 and 2023.

Key Players

The key players of global entertainment robots market are KUKA AG, Hasbro, Inc., Mattel, Inc., Sphero, BLUE FROG ROBOTICS, Modular Robotics, Robobuilder Co., Ltd, Sony Corporation, and LEGO.

Global Entertainment Robots Market Analysis & Forecast, from 2017 to 2023

  • To provide a detailed analysis of the market structure along with a forecast for the next six years of various segments and sub-segments of the entertainment robots market
  • To provide insights about factors affecting the market growth
  • To analyze the global entertainment robots market based on various tools such as supply chain analysis, and Porter's five force analysis
  • To provide historical and forecast revenue of the market segments and sub-segments with respect to regions and their respective key countries
  • To provide country-level analysis of the market with respect to the current market size and future perspective
  • To provide country-level analysis of the market for segments by product, end user, 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 technology developments, and research and developments in the entertainment robots market

Target Audience

  • Original Equipment Manufacturers (OEMs)
  • OEM Technology Solution Providers
  • Research Institutes
  • Market Research and Consulting Firms
  • Forums, Alliances, and Associations
  • Technology Investors
  • Governments and Financial Institutions
  • Analysts and Strategic Business Planners
  • End Users of Entertainment Robots

Key Findings

  • The global entertainment robots market is expected to reach USD 3,715.29 million by 2023
  • Based on product, the robot toys dominated the entertainment robots market in 2017 by generating the highest market revenue of USD 784.27 million and is estimated to generate a market value of USD 2,505.12 million by 2023 growing at a 22.47% CAGR
  • Based on end user, the media industry dominated the entertainment robots market in 2017 by generating the highest market revenue of USD 635.74 million and is estimated to generate a market value of USD 2,060.46 million by 2023 growing at a CAGR of 22.76%
  • Geographically, the Asia-Pacific region has been projected to hold the largest market share in the global entertainment robots market followed by North America, Europe, and the rest of the world

Regional and Country Analysis of Entertainment Robots Market Estimation and Forecast

The global entertainment robots market was led by Asia-Pacific in 2016; it occupied 44.12% of the total market share. North America successfully occupied the second-largest share of 32.39% in the global entertainment robots market in 2016. Asia-Pacific is the fastest growing market registering a CAGR of 23.78%. However, the rest of the world is expected to grow at a slow rate; it occupied only 8.24% of the total market share in 2016.

The report on the global entertainment robots market also covers the following country-level analysis:

  • North America
    • US
    • Canada
  • Europe
    • Germany
    • UK
    • France
    • Rest of Europe
  • Asia-Pacific
    • China
    • Japan
    • India
    • Rest of Asia-Pacific
  • Rest of the World

Table of Contents

1 Market Introduction

  • 1.1 Definition
  • 1.2 Scope of the Study
  • 1.3 Market Structure
  • 1.4 List of Assumptions

2 Research Methodology

  • 2.1 Research Process
  • 2.2 Primary Research
  • 2.3 Secondary Research
  • 2.4 Market Size Estimation
  • 2.5 Forecast Model

3 Market Dynamics

  • 3.1 Introduction
  • 3.2 Drivers
    • 3.2.1 Developing Artificial Intelligence Technology
    • 3.2.2 Growing Aging Population
    • 3.2.3 Increasing demand for animatronics
  • 3.3 Restraints
    • 3.3.1 High Initial Cost
  • 3.4 Challenges
    • 3.4.1 Technical complexity involved in human-machine interface
  • 3.5 Opportunities
    • 3.5.1 Rising demand of entertainment in retail for customer engagement

4 Global Entertainment Robots Market, By Product

  • 4.1 Overview
  • 4.2 Robot toys
  • 4.3 Educational Robots
  • 4.4 Robotic Companion Pets

5 Global Entertainment Robots Market, By End User

  • 5.1 Overview
  • 5.2 Media
  • 5.3 Education
  • 5.4 Retail
  • 5.5 Others

6 Entertainment Robots Market, By Region

  • 6.1 Introduction
  • 6.2 North America
    • 6.2.1 U.S.
    • 6.2.2 Canada
  • 6.3 Europe
    • 6.3.1 The U.K
    • 6.3.2 Germany
    • 6.3.3 France
    • 6.3.4 Rest of Europe
  • 6.4 Asia Pacific
    • 6.4.1 China
    • 6.4.2 Japan
    • 6.4.3 India
    • 6.4.4 Rest of Asia Pacific
  • 6.5 Rest of the world (ROW)

7 Competitive Landscape

  • 7.1 Competitive Landscape

8 Company Profile

  • 8.1 KUKA (Germany)
    • 8.1.1 Company Overview
    • 8.1.2 Financial Overview
    • 8.1.3 Products Offerings
    • 8.1.4 Key Developments (2017-2018)
    • 8.1.5 SWOT Analysis
    • 8.1.6 Key Strategy
  • 8.2 Hasbro, INC. (USA)
    • 8.2.1 Company Overview
    • 8.2.2 Financial Overview
    • 8.2.3 Products Offerings
    • 8.2.4 Key Developments (2017-2018)
    • 8.2.5 SWOT Analysis
    • 8.2.6 Key Strategy
  • 8.3 MATTEL, INC (USA)
    • 8.3.1 Company Overview
    • 8.3.2 Financial Overview
    • 8.3.3 Products Offerings
    • 8.3.4 Key Developments (2017-2018)
    • 8.3.5 SWOT Analysis
    • 8.3.6 Key Strategy
  • 8.4 SPHERO (USA)
    • 8.4.1 Company Overview
    • 8.4.2 Products Offerings
    • 8.4.3 Key Developments (2015-2018)
    • 8.4.4 Key Strategy
  • 8.5 BLUEFROG ROBOTICS
    • 8.5.1 Company Overview
    • 8.5.2 Products Offerings
    • 8.5.3 Key Developments (2015-2018)
    • 8.5.4 Key Strategy
  • 8.6 MODULAR ROBOTICS
    • 8.6.1 Company Overview
    • 8.6.2 Products Offerings
    • 8.6.3 Key Developments (2015-2018)
    • 8.6.4 SWOT Analysis
    • 8.6.5 Key Strategy
  • 8.7 ROBOBUILDER
    • 8.7.1 Company Overview
    • 8.7.2 Products Offerings
    • 8.7.3 Key Developments (2015-2018)
    • 8.7.4 SWOT Analysis
    • 8.7.5 Key Strategy
  • 8.8 SONY CORPORATION
    • 8.8.1 Company Overview
    • 8.8.2 Financial Overview
    • 8.8.3 Products Offerings
    • 8.8.4 Key Developments (2015-2018)
    • 8.8.5 SWOT Analysis
    • 8.8.6 Key Strategy
  • 8.9 LEGO
    • 8.9.1 Company Overview
    • 8.9.2 Financial Overview
    • 8.9.3 Products Offerings
    • 8.9.4 Key Developments (2015-2018)
    • 8.9.5 SWOT Analysis
    • 8.9.6 Key Strategy 
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