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エンターテインメントロボットの世界市場レポート 2024年

Entertainment Robots Global Market Report 2024

出版日: 受注後更新 | 発行: The Business Research Company | ページ情報: 英文 200 Pages | 納期: 2~10営業日

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エンターテインメントロボットの世界市場レポート 2024年
出版日: 受注後更新
発行: The Business Research Company
ページ情報: 英文 200 Pages
納期: 2~10営業日
  • 全表示
  • 概要
  • 目次
概要

エンターテインメントロボットの市場規模は近年急激に拡大しています。2023年の287億8,000万米ドルから2024年には360億米ドルへと、CAGR25.1%で拡大します。過去の期間に見られた拡大は、消費者のロボット工学への魅力の高まり、拡張現実(AR)と仮想現実(VR)の導入、ロボット競技の世界の魅力、AIと機械学習の急増、Robot-as-a-Service(RaaS)の世界の普及に起因しています。

エンターテインメントロボット市場規模は、今後数年で飛躍的な成長が見込まれます。2028年にはCAGR25.5%で894億2,000万米ドルに成長します。予測期間中に予想される成長は、人間とロボットのインタラクションの急速な進展、ソーシャルロボットの台頭、テーマパークや娯楽施設の拡大、カスタマイズやパーソナライゼーションの動向、教育向けロボット・エンターテインメントロボットへの注目などに起因しています。予測期間に予想される主な動向には、5G技術の統合、エンターテインメント企業とテクノロジー企業の協働作業、ロボット技術の低価格化、ロボット工学の技術進歩、人間とロボットの相互作用(HRI)の改善などがあります。

ロボット導入の増加は、当面のエンターテインメントロボット市場の成長を牽引すると予想されます。子供から高齢者まで、ロボットの活用には教育、治療、介護などさまざまな目的があります。子供には数学、科学、プログラミングなど多様な教科を指導し、高齢者には活動的で魅力的な生活を支援します。高齢者のためのロボット支援開発は、家事、物を取ること、寝起き、食事、移動などの日常作業を支援することを目的としています。例えば、米国を拠点とする非営利のオートメーション業界団体「The Association for Advancing Automation」が発表したデータによると、2021年第3四半期に北米企業は9,928台のロボットを発注し、その総額は5億1,300万米ドルに上りました。これは、2020年の同時期に比べ、台数で32%増、金額で35%増となった。販売台数と金額の急増にもかかわらず、この数値は2017年の前回高ベンチマークをそれぞれ5.8%と0.5%上回りました。したがって、ロボットの導入拡大がエンターテインメントロボット市場の今後の成長の重要な促進要因となっています。

子供の数の増加は、エンターテインメントロボット市場の拡大に寄与する構えです。誕生から思春期、または成人に達するまでの人生の初期段階にある若い人間として定義される子供たちは、エンターテインメントロボットへの関心が高まっています。これらのロボットは、インタラクティブな体験、教育的関与、遊びのアクティビティなどを提供します。米国の連邦政府機関であるThe Federal Interagency Forum on Child and Family Statistics(児童・家族統計に関する連邦機関間フォーラム)によると、米国の子供の数は2022年には約7,250万人でした。同年の0~5歳の子供の数は2,240万人で、6~11歳(2,420万人)、12~17歳(2,580万人)をわずかに下回っています。2050年には、子供の総数は7,820万人になると予測されています。このように、子供の人口増加は、エンターテインメントロボット市場の今後の成長の原動力となります。

2023年のエンターテインメントロボット市場で最大の地域はアジア太平洋です。北米は、予測期間中、世界のエンターテインメントロボット市場レポートにおいて最も急成長している地域になると予測されています。エンターテインメントロボット市場レポートの対象地域は、アジア太平洋、西欧、東欧、北米、南米、中東・アフリカです。

目次

第1章 エグゼクティブサマリー

第2章 市場の特徴

第3章 市場動向と戦略

第4章 マクロ経済シナリオ

  • 高インフレが市場に与える影響
  • ウクライナ・ロシア戦争が市場に与える影響
  • COVID-19による市場への影響

第5章 世界市場規模と成長

  • 市場促進要因・市場抑制要因
    • 市場促進要因
    • 市場抑制要因
  • 市場規模と成長実績、2018~2023年
  • 市場規模と成長予測、2023~2028年、2033年

第6章 市場セグメンテーション

  • 世界のエンターテインメントロボット市場、製品別セグメンテーション、実績および予測、2018-2023年、2023-2028年、2033年
  • ロボットおもちゃ
  • 教育用ロボット
  • コンパニオンロボット(ペットロボット)
  • 世界のエンターテインメントロボット市場、コンポーネント別セグメンテーション、実績および予測、2018-2023年、2023-2028年、2033年
  • ソフトウェア
  • ハードウェア
  • 世界のエンターテインメントロボット市場、エンドユーザー別のセグメンテーション、実績および予測、2018-2023年、2023-2028年、2033年
  • メディア
  • 教育
  • 小売
  • その他

第7章 地域および国の分析

  • 世界のエンターテインメントロボット市場、地域別、実績および予測、2018-2023年、2023-2028年、2033年
  • 世界のエンターテインメントロボット市場、国別、実績および予測、2018-2023年、2023-2028年、2033年

第8章 アジア太平洋市場

第9章 中国市場

第10章 インド市場

第11章 日本市場

第12章 オーストラリア市場

第13章 インドネシア市場

第14章 韓国市場

第15章 西欧市場

第16章 英国市場

第17章 ドイツ市場

第18章 フランス市場

第19章 イタリア市場

第20章 スペイン市場

第21章 東欧市場

第22章 ロシア市場

第23章 北米市場

第24章 米国市場

第25章 カナダ市場

第26章 南米市場

第27章 ブラジル市場

第28章 中東市場

第29章 アフリカ市場

第30章 競合情勢と企業プロファイル

  • エンターテインメントロボット市場の競合情勢
  • エンターテインメントロボット市場の企業プロファイル
    • KUKA AG
    • Hasbro Inc.
    • Modular Robotics Inc.
    • Mattel Inc.
    • Sphero Inc.

第31章 競合ベンチマーキング

第32章 競合ダッシュボード

第33章 主要な合併と買収

第34章 将来の見通しと可能性の分析

第35章 付録

目次
Product Code: r11705

“Entertainment Robots Global Market Report 2024 ” from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on entertainment robots market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

Reasons to Purchase

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  • Measure the impact of high global inflation on market growth.
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  • All data from the report will also be delivered in an excel dashboard format.

Where is the largest and fastest growing market for entertainment robots? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? “The entertainment robots market global report ” from The Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

Scope

Markets Covered:

  • 1) By Product: Robot Toys; Educational Robots; Robotic Companion Pets
  • 2) By Component: Software; Hardware
  • 3) By End-User: Media; Education; Retail; Other End Users
  • Companies Mentioned: KUKA AG; Hasbro Inc.; Modular Robotics Inc.; Mattel Inc.; Sphero Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.

Executive Summary

Entertainment robots are specifically crafted and programmed to offer joy and amusement to humans. These robots find applications in diverse entertainment sectors, including theme parks, cinemas, game centers, and even personal households.

The primary product categories of entertainment robots encompass robot toys, educational robots, and robotic companion pets. Robot toys are playthings intricately designed to resemble robots, exhibiting features that emulate the appearance and behaviors of real robots. These toys often incorporate movable limbs, sound effects, and lights to create a lifesuch as and engaging experience. The various components, including software and hardware, find applications across different sectors such as media, education, retail, and others.

The entertainment robots market research report is one of a series of new reports from The Business Research Company that provides entertainment robots market statistics, including entertainment robots industry global market size, regional shares, competitors with an entertainment robots market share, detailed entertainment robots market segments, market trends and opportunities, and any further data you may need to thrive in the entertainment robots industry. This entertainment robots market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The entertainment robots market size has grown exponentially in recent years. It will grow from $28.78 billion in 2023 to $36 billion in 2024 at a compound annual growth rate (CAGR) of 25.1%. The expansion observed in the historical period can be ascribed to the increasing fascination of consumers with robotics, the incorporation of augmented reality (AR) and virtual reality (VR), the worldwide appeal of robotics competitions, the surge in AI and machine learning, and the global proliferation of Robot-as-a-Service (RaaS).

The entertainment robots market size is expected to see exponential growth in the next few years. It will grow to $89.42 billion in 2028 at a compound annual growth rate (CAGR) of 25.5%. The anticipated growth in the forecast period can be attributed to the swift progress in human-robot interaction, the rise of social robots, the expansion of theme parks and entertainment venues, trends in customization and personalization, and a focus on educational and edutainment robots. Major trends expected in the forecast period include the integration of 5G technology, collaborative efforts between entertainment and technology companies, the increasing affordability of robotics technology, technological advancements in robotics, and improvements in human-robot interaction (HRI).

The increasing adoption of robots is anticipated to drive the growth of the entertainment robots market in the foreseeable future. The utilization of robots among both children and senior adults serves various purposes, including education, therapy, and caregiving. This involves instructing children in diverse subjects such as mathematics, science, and programming, while aiding older adults in staying active and engaged. The development of robotic assistance for older individuals aims to assist with daily tasks such as housekeeping, fetching objects, getting in and out of bed, mealtime, and locomotion. For example, data published by 'The Association for Advancing Automation,' a U.S.-based non-profit automation trade association, revealed that in Q3 2021, North American businesses placed 9,928 robot orders, totaling $513 million. This represented a 32% increase in units and a 35% increase in value over the same period in 2020. Despite a surge in units sold and value, the figures exceeded the previous high benchmark from 2017 by 5.8% and 0.5%, respectively. Hence, the growing adoption of robots is a key driver for the future growth of the entertainment robots market.

The increasing number of children is poised to contribute to the expansion of the entertainment robots market. Children, defined as young human beings in the early stage of life, from birth to adolescence or until reaching maturity, are showing a growing interest in entertainment robots. These robots offer interactive experiences, educational engagement, playtime activities, and more. According to The Federal Interagency Forum on Child and Family Statistics (Forum), a U.S.-based federal government agency, the number of children in the United States was approximately 72.5 million in 2022. In the same year, the number of children aged 0-5 was 22.4 million, slightly lower than those in the 6-11 age group (24.2 million) and the 12-17 age group (25.8 million). The projected total count of children is expected to rise to 78.2 million by the year 2050. Thus, the increasing population of children is a driving force for the future growth of the entertainment robots market.

Advancements in artificial intelligence technology are emerging as key trends gaining traction in the entertainment robots market. Companies within this market are strategically adopting new technologies to maintain their competitive positions. For example, in February 2022, Miko, an India-based consumer electronics company specializing in artificial intelligence and machine learning, introduced Miko 3, an AI-integrated educational robot. Miko 3 boasts features such as a wide-angle HD camera, a speed range sensor, and odometric detectors, enabling dynamic mapping of distances and the ability to navigate surfaces and obstacles. The Mikonnect video calling feature ensures a secure and continuous connection between children and parents.

Major players in the entertainment robots market are channeling their efforts into the development of innovative products, including robot dogs, to establish a robust market presence. A robot dog is a mechanical device designed to mimic the appearance and behavior of a real dog. For instance, in January 2023, WowWee Group Limited, a China-based manufacturer of entertainment robots, launched the 'MINTiD Dog-E' robot. Dog-E stands out as an innovative robot dog with over a million potential combinations of vibrant lights, sounds, and personality traits, rendering it truly unique. This app-connected smart dog features real-life movements, touch sensors, audio sensors, and persistence of vision (PV) for displaying icons and communicating messages.

In February 2021, Verizon, a US-based wireless network operator company, completed the acquisition of incubed IT for an undisclosed amount. This strategic move is aimed at bolstering Verizon's robotic technologies and reinforcing the company's commitment to pioneering cutting-edge businesses, leveraging 5G use cases. The acquisition of incubed IT, an Australia-based company specializing in developing software and autonomous fleet management servers crucial for terrestrial robotics, positions Verizon to drive the future of robotic technology for enterprise clients.

Major companies operating in the entertainment robots market report are KUKA AG, Hasbro Inc., Modular Robotics Inc., Mattel Inc., Sphero Inc., Blue Frog Robotics, Robobuilder Co Ltd., Sony Corporation, LEGO System A/S, Hanson Robotics Limited, SoftBank Robotics Group, Anybots Inc., Abyss Creation LLC, WowWee Group Limited, UBTECH Robotics Corp Ltd., Boston Dynamics Inc., ABB Group., FANUC Robotics America Corporation, Yaskawa Electric Corporation, Omron Adept Technologies, Epson America Inc., Kawasaki Robotics Ltd., Universal Robots A/s, Rethink Robotics Inc., GreyOrange Pte. Ltd., Fetch Robotics Inc., Locus Robotics Corporation, IAM Robotics, Brain Corp, Savioke Inc., Knightscope Inc., Simbe Robotics Inc.

Asia-Pacific was the largest region in the entertainment robots market in 2023. North America is expected to be the fastest-growing region in the global entertainment robots market report during the forecast period. The regions covered in the entertainment robots market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the entertainment robots market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain

The entertainment robots market consists of sales of residential, domestic, and research robots. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Table of Contents

1. Executive Summary

2. Entertainment Robots Market Characteristics

3. Entertainment Robots Market Trends And Strategies

4. Entertainment Robots Market - Macro Economic Scenario

  • 4.1. Impact Of High Inflation On the Market
  • 4.2. Ukraine-Russia War Impact On the Market
  • 4.3. COVID-19 Impact On the Market

5. Global Entertainment Robots Market Size and Growth

  • 5.1. Global Entertainment Robots Market Drivers and Restraints
    • 5.1.1. Drivers Of The Market
    • 5.1.2. Restraints Of The Market
  • 5.2. Global Entertainment Robots Historic Market Size and Growth, 2018 - 2023, Value ($ Billion)
  • 5.3. Global Entertainment Robots Forecast Market Size and Growth, 2023 - 2028, 2033F, Value ($ Billion)

6. Entertainment Robots Market Segmentation

  • 6.1. Global Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Robot Toys
  • Educational Robots
  • Robotic Companion Pets
  • 6.2. Global Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Software
  • Hardware
  • 6.3. Global Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • Media
  • Education
  • Retail
  • Other End Users

7. Entertainment Robots Market Regional And Country Analysis

  • 7.1. Global Entertainment Robots Market, Split By Region, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 7.2. Global Entertainment Robots Market, Split By Country, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

8. Asia-Pacific Entertainment Robots Market

  • 8.1. Asia-Pacific Entertainment Robots Market Overview
  • Region Information, Impact Of COVID-19, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.3. Asia-Pacific Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 8.4. Asia-Pacific Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

9. China Entertainment Robots Market

  • 9.1. China Entertainment Robots Market Overview
  • 9.2. China Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.3. China Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion
  • 9.4. China Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F,$ Billion

10. India Entertainment Robots Market

  • 10.1. India Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.2. India Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 10.3. India Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

11. Japan Entertainment Robots Market

  • 11.1. Japan Entertainment Robots Market Overview
  • 11.2. Japan Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.3. Japan Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 11.4. Japan Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

12. Australia Entertainment Robots Market

  • 12.1. Australia Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.2. Australia Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 12.3. Australia Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

13. Indonesia Entertainment Robots Market

  • 13.1. Indonesia Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.2. Indonesia Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 13.3. Indonesia Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

14. South Korea Entertainment Robots Market

  • 14.1. South Korea Entertainment Robots Market Overview
  • 14.2. South Korea Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.3. South Korea Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 14.4. South Korea Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

15. Western Europe Entertainment Robots Market

  • 15.1. Western Europe Entertainment Robots Market Overview
  • 15.2. Western Europe Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.3. Western Europe Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 15.4. Western Europe Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

16. UK Entertainment Robots Market

  • 16.1. UK Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.2. UK Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 16.3. UK Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

17. Germany Entertainment Robots Market

  • 17.1. Germany Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.2. Germany Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 17.3. Germany Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

18. France Entertainment Robots Market

  • 18.1. France Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.2. France Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 18.3. France Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

19. Italy Entertainment Robots Market

  • 19.1. Italy Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.2. Italy Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 19.3. Italy Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

20. Spain Entertainment Robots Market

  • 20.1. Spain Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.2. Spain Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 20.3. Spain Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

21. Eastern Europe Entertainment Robots Market

  • 21.1. Eastern Europe Entertainment Robots Market Overview
  • 21.2. Eastern Europe Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.3. Eastern Europe Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 21.4. Eastern Europe Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

22. Russia Entertainment Robots Market

  • 22.1. Russia Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.2. Russia Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 22.3. Russia Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

23. North America Entertainment Robots Market

  • 23.1. North America Entertainment Robots Market Overview
  • 23.2. North America Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.3. North America Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 23.4. North America Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

24. USA Entertainment Robots Market

  • 24.1. USA Entertainment Robots Market Overview
  • 24.2. USA Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.3. USA Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 24.4. USA Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

25. Canada Entertainment Robots Market

  • 25.1. Canada Entertainment Robots Market Overview
  • 25.2. Canada Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.3. Canada Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 25.4. Canada Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

26. South America Entertainment Robots Market

  • 26.1. South America Entertainment Robots Market Overview
  • 26.2. South America Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.3. South America Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 26.4. South America Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

27. Brazil Entertainment Robots Market

  • 27.1. Brazil Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.2. Brazil Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 27.3. Brazil Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

28. Middle East Entertainment Robots Market

  • 28.1. Middle East Entertainment Robots Market Overview
  • 28.2. Middle East Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.3. Middle East Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 28.4. Middle East Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

29. Africa Entertainment Robots Market

  • 29.1. Africa Entertainment Robots Market Overview
  • 29.2. Africa Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.3. Africa Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion
  • 29.4. Africa Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2018-2023, 2023-2028F, 2033F, $ Billion

30. Entertainment Robots Market Competitive Landscape And Company Profiles

  • 30.1. Entertainment Robots Market Competitive Landscape
  • 30.2. Entertainment Robots Market Company Profiles
    • 30.2.1. KUKA AG
      • 30.2.1.1. Overview
      • 30.2.1.2. Products and Services
      • 30.2.1.3. Strategy
      • 30.2.1.4. Financial Performance
    • 30.2.2. Hasbro Inc.
      • 30.2.2.1. Overview
      • 30.2.2.2. Products and Services
      • 30.2.2.3. Strategy
      • 30.2.2.4. Financial Performance
    • 30.2.3. Modular Robotics Inc.
      • 30.2.3.1. Overview
      • 30.2.3.2. Products and Services
      • 30.2.3.3. Strategy
      • 30.2.3.4. Financial Performance
    • 30.2.4. Mattel Inc.
      • 30.2.4.1. Overview
      • 30.2.4.2. Products and Services
      • 30.2.4.3. Strategy
      • 30.2.4.4. Financial Performance
    • 30.2.5. Sphero Inc.
      • 30.2.5.1. Overview
      • 30.2.5.2. Products and Services
      • 30.2.5.3. Strategy
      • 30.2.5.4. Financial Performance

31. Global Entertainment Robots Market Competitive Benchmarking

32. Global Entertainment Robots Market Competitive Dashboard

33. Key Mergers And Acquisitions In The Entertainment Robots Market

34. Entertainment Robots Market Future Outlook and Potential Analysis

  • 34.1 Entertainment Robots Market In 2028 - Countries Offering Most New Opportunities
  • 34.2 Entertainment Robots Market In 2028 - Segments Offering Most New Opportunities
  • 34.3 Entertainment Robots Market In 2028 - Growth Strategies
    • 34.3.1 Market Trend Based Strategies
    • 34.3.2 Competitor Strategies

35. Appendix

  • 35.1. Abbreviations
  • 35.2. Currencies
  • 35.3. Historic And Forecast Inflation Rates
  • 35.4. Research Inquiries
  • 35.5. The Business Research Company
  • 35.6. Copyright And Disclaimer