|
市場調査レポート
商品コード
1496293
エンターテインメントロボット市場 - 世界の産業規模、シェア、動向、機会、予測:製品別、エンドユーザー別、地域別、競合別、2019-2029年Entertainment Robots Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Product, By End-User, By Region, By Competition, 2019-2029F |
||||||
カスタマイズ可能
|
|||||||
| エンターテインメントロボット市場 - 世界の産業規模、シェア、動向、機会、予測:製品別、エンドユーザー別、地域別、競合別、2019-2029年 |
|
出版日: 2024年06月14日
発行: TechSci Research
ページ情報: 英文 180 Pages
納期: 2~3営業日
|
全表示
- 概要
- 目次
エンターテインメントロボットの世界市場規模は2023年に118億3,000万米ドルとなり、2029年までの予測期間のCAGRは23.05%で堅調な成長が予測されています。
エンターテインメントロボット市場は、広範なロボット産業の中でも活気に満ちた革新的な分野であり、娯楽、レジャー、レクリエーション用に設計されたロボット機器の開発と展開に特化しています。これらのロボットは、家庭、テーマパーク、小売店、公共イベントなど、さまざまな場面でユーザーを魅了し、楽しませ、交流させるように設計され、プログラムされています。その設計哲学の中核には、最先端のテクノロジーと魅力的なインタラクションを通じて、人を魅了するエンターテインメント体験を提供し、感情的なつながりを育み、人間との交流を豊かにするという目的があります。エンターテインメントロボット市場は、ロボット工学、人工知能(AI)、センサー技術、ヒューマンロボットインタラクション(HRI)技術の進歩により、長年にわたり著しい進化と多様化を遂げています。
| 市場概要 | |
|---|---|
| 予測期間 | 2025-2029 |
| 市場規模:2023年 | 118億3,000万米ドル |
| 市場規模:2029年 | 414億3,000万米ドル |
| CAGR:2024年~2029年 | 23.05% |
| 急成長セグメント | 教育用ロボット |
| 最大市場 | アジア太平洋 |
市場促進要因
技術の進歩
パーソナライズされた体験に対する需要の高まり
ヘルスケアと治療における採用の拡大
応用分野の拡大
主な市場課題
コストと手頃な価格
技術的な複雑さと統合性
主な市場動向
人工知能と機械学習の統合
応用分野の拡大
パーソナライゼーションとカスタマイズ
協働・ソーシャルロボット
目次
第1章 概要
第2章 調査手法
第3章 エグゼクティブサマリー
第4章 顧客の声
第5章 世界のエンターテインメントロボット市場概要
第6章 世界のエンターテインメントロボット市場展望
- 市場規模・予測
- 金額別
- 市場シェア・予測
- 製品別(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)
- エンドユーザー別(メディア、教育、小売、その他)
- 地域別(北米、欧州、南米、中東・アフリカ、アジア太平洋)
- 企業別(2023)
- 市場マップ
第7章 北米のエンターテインメントロボット市場展望
- 市場規模・予測
- 金額別
- 市場シェア・予測
- 製品別
- エンドユーザー別
- 国別
- 北米:国別分析
- 米国
- カナダ
- メキシコ
第8章 欧州のエンターテインメントロボット市場展望
- 市場規模・予測
- 金額別
- 市場シェア・予測
- 製品別
- エンドユーザー別
- 国別
- 欧州:国別分析
- ドイツ
- フランス
- 英国
- イタリア
- スペイン
- ベルギー
第9章 南米のエンターテインメントロボット市場展望
- 市場規模・予測
- 金額別
- 市場シェア・予測
- 製品別
- エンドユーザー別
- 国別
- 南米:国別分析
- ブラジル
- コロンビア
- アルゼンチン
- チリ
- ペルー
第10章 中東・アフリカのエンターテインメントロボット市場展望
- 市場規模・予測
- 金額別
- 市場シェア・予測
- 製品別
- エンドユーザー別
- 国別
- 中東・アフリカ:国別分析
- サウジアラビア
- アラブ首長国連邦
- 南アフリカ
- トルコ
- イスラエル
第11章 アジア太平洋地域のエンターテインメントロボット市場展望
- 市場規模・予測
- 金額別
- 市場シェア・予測
- 製品別
- エンドユーザー別
- 国別
- アジア太平洋地域:国別分析
- 中国
- インド
- 日本
- 韓国
- オーストラリア
- インドネシア
- ベトナム
第12章 市場力学
- 促進要因
- 課題
第13章 市場動向と発展
第14章 企業プロファイル
- Hasbro Inc.
- Sony Corporation
- WowWee Group Limited
- Blue Ocean Robotics
- Innovation First International, Inc
- Sphero, Inc.
- Robobuilder Co., Ltd.
- Fischertechnik GmbH
第15章 戦略的提言
第16章 調査会社について・免責事項
Global Entertainment Robots Market was valued at USD 11.83 Billion in 2023 and is anticipated to project robust growth in the forecast period with a CAGR of 23.05% through 2029. The Entertainment Robots market represents a vibrant and innovative sector within the broader robotics industry, dedicated to the development and deployment of robotic devices explicitly designed for entertainment, leisure, and recreational purposes. These robots are engineered and programmed to engage, entertain, and interact with users across various settings, including homes, theme parks, retail spaces, and public events. At the core of their design philosophy lies the objective of delivering captivating entertainment experiences, fostering emotional connections, and enriching human interactions through cutting-edge technologies and engaging interactions. Over the years, the Entertainment Robots market has experienced remarkable evolution and diversification, driven by advancements in robotics, artificial intelligence (AI), sensor technologies, and human-robot interaction (HRI) techniques.
| Market Overview | |
|---|---|
| Forecast Period | 2025-2029 |
| Market Size 2023 | USD 11.83 Billion |
| Market Size 2029 | USD 41.43 Billion |
| CAGR 2024-2029 | 23.05% |
| Fastest Growing Segment | Educational Robots |
| Largest Market | Asia-Pacific |
Key Market Drivers
Technological Advancements
Technological advancements stand as a primary driver propelling the growth of the Entertainment Robots market. With rapid progress in robotics, artificial intelligence (AI), machine learning, and sensor technologies, entertainment robots are becoming increasingly sophisticated and capable of delivering immersive and engaging experiences. Advanced AI algorithms enable robots to understand and respond to human emotions, gestures, and speech, enhancing their ability to interact with users in meaningful ways. Machine learning algorithms allow robots to continuously improve their performance over time, adapting to user preferences and evolving environments. Moreover, innovations in sensor technologies enable robots to perceive their surroundings more accurately, navigate complex environments, and interact with objects and users with greater precision. These technological advancements not only enhance the capabilities and functionalities of entertainment robots but also drive down production costs, making them more accessible to a wider audience.
Rising Demand for Personalized Experiences
Another significant driver of the Entertainment Robots market is the increasing demand for personalized and immersive entertainment experiences. In today's digital age, consumers seek unique and memorable experiences that cater to their individual preferences and interests. Entertainment robots offer a novel and interactive way to deliver personalized experiences, allowing users to engage with robots in ways that resonate with their tastes and preferences. Whether it's interacting with a robotic character at a theme park, playing games with a robotic companion at home, or exploring interactive exhibits at a museum, entertainment robots provide opportunities for users to tailor their experiences to their liking. This demand for personalized entertainment experiences is driving the adoption of entertainment robots across various industries, including theme parks, retail, hospitality, and education, where engaging and immersive experiences are key to attracting and retaining customers.
Growing Adoption in Healthcare and Therapy
The growing adoption of entertainment robots in healthcare and therapy settings is another significant driver shaping the Entertainment Robots market. Research has shown that interactions with robots can have therapeutic benefits for individuals with physical and cognitive disabilities, as well as for the elderly and those experiencing social isolation. Entertainment robots can provide companionship, emotional support, and cognitive stimulation to users, helping to alleviate loneliness, depression, and anxiety. In addition, robots equipped with sensors and AI algorithms can assist healthcare professionals in monitoring patients' vital signs, tracking medication adherence, and providing reminders for daily activities. As the population ages and the demand for healthcare services grows, the adoption of entertainment robots in healthcare and therapy settings is expected to increase, driving market growth in this segment.
Expansion of Application Areas
The expansion of application areas is also driving the growth of the Entertainment Robots market. While entertainment robots have traditionally been associated with theme parks, toys, and consumer electronics, their applications are now expanding into new industries and sectors. For example, entertainment robots are increasingly being used in retail environments to engage customers, promote products, and enhance brand experiences. In education, entertainment robots are being used as teaching aids to facilitate interactive learning experiences and promote STEM education. In hospitality, robots are being deployed in hotels and restaurants to greet guests, deliver room service, and provide entertainment. As the versatility and capabilities of entertainment robots continue to grow, their adoption in new application areas is expected to drive market growth and create new opportunities for innovation and collaboration..
Key Market Challenges
Cost and Affordability
One of the primary challenges facing the Entertainment Robots market is the cost and affordability of these robotic devices. While advancements in technology have enabled the development of increasingly sophisticated and capable entertainment robots, the production costs associated with these robots remain relatively high. The integration of advanced sensors, AI algorithms, and other cutting-edge technologies contributes to the overall cost of manufacturing entertainment robots, making them inaccessible to a significant portion of the consumer market. Additionally, the high cost of research and development (R&D) further adds to the financial burden faced by manufacturers, leading to higher retail prices for entertainment robots. As a result, affordability becomes a significant barrier for consumers, particularly those with limited disposable income or budget constraints. Addressing this challenge requires manufacturers to explore cost-effective manufacturing processes, streamline supply chains, and find innovative ways to reduce production costs without compromising on quality or performance. Moreover, initiatives to increase consumer awareness and educate the market about the value proposition of entertainment robots may help drive demand and justify the investment for potential buyers.
Technical Complexity and Integration
Another significant challenge for the Entertainment Robots market is the technical complexity and integration issues associated with developing and deploying these robotic devices. Entertainment robots often require integration of multiple technologies, including sensors, actuators, AI algorithms, and communication protocols, to deliver engaging and interactive experiences. Coordinating these disparate components and ensuring seamless interoperability can be a daunting task, especially for manufacturers with limited expertise or resources. Technical challenges may arise during the design, development, testing, and deployment phases of entertainment robots, leading to delays, cost overruns, and performance issues. Moreover, ensuring compatibility with existing infrastructure, software platforms, and user interfaces presents additional hurdles for manufacturers and developers. Overcoming these technical challenges requires interdisciplinary collaboration, close coordination between hardware and software teams, and rigorous testing and validation procedures to ensure reliability, scalability, and performance optimization. Additionally, standardization efforts and industry-wide guidelines may help streamline the integration process and foster interoperability among different entertainment robot systems.
Key Market Trends
Integration of Artificial Intelligence and Machine Learning
A significant trend in the Entertainment Robots market is the increasing integration of artificial intelligence (AI) and machine learning (ML) technologies into robotic devices. AI-powered robots are becoming more intelligent, adaptive, and capable of understanding and responding to human emotions, gestures, and speech. By leveraging advanced AI algorithms, entertainment robots can engage users in meaningful interactions, personalize experiences, and adapt to changing environments dynamically. Machine learning techniques enable robots to learn from experience, improve performance over time, and anticipate user preferences and behaviors. Moreover, AI-driven analytics enable robots to gather insights from user interactions, analyze data, and optimize performance, leading to more immersive and engaging entertainment experiences. As AI and ML technologies continue to advance, we can expect entertainment robots to become even more intelligent, autonomous, and versatile, revolutionizing the way we interact with robots in various contexts, including theme parks, homes, retail spaces, and educational settings.
Expansion of Application Areas
Another notable trend in the Entertainment Robots market is the expansion of application areas beyond traditional domains. While entertainment robots have historically been associated with theme parks, toys, and consumer electronics, their applications are now expanding into new industries and sectors. For example, entertainment robots are increasingly being used in healthcare settings to provide companionship, therapy, and assistance to patients, particularly the elderly and individuals with disabilities. In education, entertainment robots are being deployed as teaching aids to facilitate interactive learning experiences and promote STEM education. In retail, entertainment robots are being used to engage customers, promote products, and enhance brand experiences. As the versatility and capabilities of entertainment robots continue to grow, we can expect their adoption to expand into new application areas, creating new opportunities for innovation and collaboration across industries.
Personalization and Customization
Personalization and customization are emerging as key trends in the Entertainment Robots market, driven by consumers' desire for unique and tailored experiences. Entertainment robots are increasingly being designed and programmed to cater to individual preferences, tastes, and interests. By leveraging data analytics, user profiling, and AI-driven recommendations, entertainment robots can deliver personalized interactions, content, and experiences that resonate with users on a personal level. For example, robotic companions can adapt their behavior, responses, and activities based on users' preferences, moods, and past interactions. Similarly, entertainment robots in theme parks and retail environments can customize content, recommendations, and promotions to suit individual visitors' interests and demographics. This trend towards personalization and customization not only enhances user engagement and satisfaction but also strengthens the emotional connection between users and robots, fostering long-term relationships and loyalty.
Collaborative and Social Robotics
Collaborative and social robotics are gaining traction as significant trends in the Entertainment Robots market, driven by the increasing demand for interactive and cooperative experiences. Collaborative robots, also known as cobots, are designed to work alongside humans in shared spaces, collaborating on tasks, assisting with activities, and enhancing productivity and efficiency. In the entertainment context, collaborative robots can engage users in cooperative games, performances, and interactive experiences, enabling shared enjoyment and teamwork. Social robots, on the other hand, are designed to interact with humans in social settings, providing companionship, emotional support, and social interaction. Social robots can engage users in conversations, storytelling, and recreational activities, fostering social connections and emotional well-being. As collaborative and social robotics technologies continue to evolve, we can expect entertainment robots to become more interactive, communicative, and empathetic, enriching user experiences and fostering meaningful connections between humans and robots.
Segmental Insights
Product Insights
Robot Toys segment held the largest Market share in 2023. The Robot Toys segment represents a significant driver within the Entertainment Robots market, fueled by various factors that contribute to its growth and prominence. One of the primary drivers propelling this segment is the increasing demand for interactive and educational toys that leverage robotics technology to provide engaging and immersive experiences for children. In today's digital age, parents and caregivers are increasingly seeking toys that not only entertain but also educate and stimulate children's creativity, critical thinking, and problem-solving skills. Robot toys offer a unique blend of entertainment and learning, allowing children to explore robotics concepts, programming principles, and STEM (science, technology, engineering, and mathematics) skills in a fun and interactive manner. The growing prevalence of digital devices and screen-based entertainment has fueled concerns about children's sedentary lifestyles and limited opportunities for physical and social interaction. Robot toys offer a compelling alternative by encouraging active play, social interaction, and imaginative storytelling. Whether it's programming a robot to navigate through obstacle courses, competing in robot battles with friends, or engaging in cooperative missions with family members, robot toys foster collaboration, creativity, and teamwork among children. Additionally, the tactile and hands-on nature of robot toys provides sensory-rich experiences that engage children's senses and promote motor skills development.
Advancements in robotics technology have led to the development of increasingly sophisticated and affordable robot toys that offer a wide range of features and functionalities. From programmable robots that teach coding concepts to interactive robots that respond to voice commands and gestures, robot toys come in diverse forms and designs to cater to different age groups, interests, and skill levels. Manufacturers are continually innovating and introducing new features such as augmented reality (AR) integration, modular design, and customizable programming interfaces to enhance the play value and longevity of robot toys. Another driver of the Robot Toys segment is the influence of popular media franchises, movies, and television shows featuring robots and robotic characters. Children are often drawn to familiar characters and themes from their favorite movies and TV series, making robot toys based on licensed properties highly desirable and sought after. Manufacturers capitalize on this trend by licensing popular intellectual properties and incorporating iconic robot characters into their toy lineup. Whether it's building and programming a robot based on a beloved movie robot or role-playing as a character from a futuristic sci-fi series, robot toys enable children to immerse themselves in their favorite fictional worlds and stories.
The growing emphasis on STEAM (science, technology, engineering, arts, and mathematics) education in schools and educational institutions has contributed to the demand for robot toys that promote hands-on learning and experimentation. Robot toys serve as valuable educational tools for introducing children to fundamental concepts in robotics, electronics, programming, and computational thinking. By engaging in playful and interactive activities with robot toys, children develop essential skills such as problem-solving, logical reasoning, and spatial awareness, laying the foundation for future success in STEM-related fields. The Robot Toys segment serves as a significant driver within the Entertainment Robots market, driven by factors such as the demand for interactive and educational toys, concerns about children's sedentary lifestyles, advancements in robotics technology, the influence of popular media franchises, and the emphasis on STEAM education. As manufacturers continue to innovate and introduce new features and experiences, robot toys are expected to remain popular among children and caregivers, providing endless opportunities for learning, creativity, and fun.
Regional Insights
Asia Pacific region held the largest Market share in 2023. The Asia Pacific region stands as a significant driver within the Entertainment Robots market, fueled by a combination of demographic trends, technological advancements, and evolving consumer preferences. One of the primary drivers propelling this region's growth is its vast and rapidly expanding population, particularly in emerging economies such as China, India, and Southeast Asian countries. With a burgeoning middle class and rising disposable incomes, consumers in the Asia Pacific region are increasingly seeking innovative and cutting-edge products to enhance their quality of life and leisure experiences. Entertainment robots offer a unique blend of novelty, technology, and fun, appealing to tech-savvy consumers of all ages who are eager to embrace the latest trends in entertainment and robotics.
The Asia Pacific region is home to some of the world's leading manufacturers and innovators in the robotics industry, driving advancements in robotics technology and product development. Countries such as Japan, South Korea, and China have long been at the forefront of robotics research and innovation, investing heavily in robotics R&D, education, and infrastructure. As a result, the region boasts a thriving ecosystem of robotics companies, startups, and research institutions, fostering collaboration, competition, and innovation in the field of entertainment robots. From humanoid robots capable of lifelike movements and expressions to interactive robotic pets that simulate real animals' behavior, the Asia Pacific region is at the forefront of pushing the boundaries of what is possible in entertainment robotics.
The Asia Pacific region's cultural affinity for technology and innovation plays a significant role in driving the adoption of entertainment robots. Countries such as Japan and South Korea have a long-standing tradition of embracing robotics and automation in various aspects of daily life, from robotics companions for the elderly to robot-themed cafes and attractions. In China, the rapid growth of the tech-savvy urban population has created a fertile ground for the adoption of entertainment robots, particularly among younger generations who grew up in a digital-first environment. As a result, entertainment robots are not only seen as novel and cutting-edge gadgets but also as cultural symbols of progress, innovation, and modernity.
The Asia Pacific region's vibrant and dynamic entertainment industry presents vast opportunities for the integration of entertainment robots into various leisure and recreational activities. Theme parks, amusement parks, shopping malls, and entertainment venues across the region are increasingly incorporating entertainment robots into their attractions, shows, and interactive experiences to enhance guest engagement and satisfaction. From robotic characters that greet visitors and pose for selfies to interactive exhibits that educate and entertain, entertainment robots are becoming integral components of the Asia Pacific region's leisure and entertainment landscape.
Key Market Players
Hasbro Inc.
Sony Corporation
WowWee Group Limited
Blue Ocean Robotics
Innovation First International, Inc
Sphero, Inc.
Robobuilder Co., Ltd.
Fischertechnik GmbH
Report Scope:
In this report, the Global Entertainment Robots Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:
Entertainment Robots Market, By Product:
-
Robot Toys
Educational Robots
Robotic Companion Pets
Entertainment Robots Market, By End-User:
-
Media
Education
Retail
Others
Entertainment Robots Market, By Region:
-
North America
United States
Canada
Mexico
-
Europe
France
United Kingdom
Italy
Germany
Spain
Belgium
-
Asia-Pacific
China
India
Japan
Australia
South Korea
Indonesia
Vietnam
-
South America
Brazil
Argentina
Colombia
Chile
Peru
-
Middle East & Africa
South Africa
Saudi Arabia
UAE
Turkey
Israel
Competitive Landscape
Company Profiles: Detailed analysis of the major companies present in the Global Entertainment Robots Market.
Available Customizations:
Global Entertainment Robots market report with the given market data, Tech Sci Research offers customizations according to a company's specific needs. The following customization options are available for the report:
Company Information
Detailed analysis and profiling of additional market players (up to five).
Table of Contents
1. Product Overview
- 1.1. Market Definition
- 1.2. Scope of the Market
- 1.2.1. Markets Covered
- 1.2.2. Years Considered for Study
- 1.2.3. Key Market Segmentations
2. Research Methodology
- 2.1. Objective of the Study
- 2.2. Baseline Methodology
- 2.3. Formulation of the Scope
- 2.4. Assumptions and Limitations
- 2.5. Sources of Research
- 2.5.1. Secondary Research
- 2.5.2. Primary Research
- 2.6. Approach for the Market Study
- 2.6.1. The Bottom-Up Approach
- 2.6.2. The Top-Down Approach
- 2.7. Methodology Followed for Calculation of Market Size & Market Shares
- 2.8. Forecasting Methodology
- 2.8.1. Data Triangulation & Validation
3. Executive Summary
4. Voice of Customer
5. Global Entertainment Robots Market Overview
6. Global Entertainment Robots Market Outlook
- 6.1. Market Size & Forecast
- 6.1.1. By Value
- 6.2. Market Share & Forecast
- 6.2.1. By Product (Robot Toys, Educational Robots, Robotic Companion Pets)
- 6.2.2. By End-User (Media, Education, Retail and Others)
- 6.2.3. By Region (North America, Europe, South America, Middle East & Africa, Asia Pacific)
- 6.3. By Company (2023)
- 6.4. Market Map
7. North America Entertainment Robots Market Outlook
- 7.1. Market Size & Forecast
- 7.1.1. By Value
- 7.2. Market Share & Forecast
- 7.2.1. By Product
- 7.2.2. By End-User
- 7.2.3. By Country
- 7.3. North America: Country Analysis
- 7.3.1. United States Entertainment Robots Market Outlook
- 7.3.1.1. Market Size & Forecast
- 7.3.1.1.1. By Value
- 7.3.1.2. Market Share & Forecast
- 7.3.1.2.1. By Product
- 7.3.1.2.2. By End-User
- 7.3.1.1. Market Size & Forecast
- 7.3.2. Canada Entertainment Robots Market Outlook
- 7.3.2.1. Market Size & Forecast
- 7.3.2.1.1. By Value
- 7.3.2.2. Market Share & Forecast
- 7.3.2.2.1. By Product
- 7.3.2.2.2. By End-User
- 7.3.2.1. Market Size & Forecast
- 7.3.3. Mexico Entertainment Robots Market Outlook
- 7.3.3.1. Market Size & Forecast
- 7.3.3.1.1. By Value
- 7.3.3.2. Market Share & Forecast
- 7.3.3.2.1. By Product
- 7.3.3.2.2. By End-User
- 7.3.3.1. Market Size & Forecast
- 7.3.1. United States Entertainment Robots Market Outlook
8. Europe Entertainment Robots Market Outlook
- 8.1. Market Size & Forecast
- 8.1.1. By Value
- 8.2. Market Share & Forecast
- 8.2.1. By Product
- 8.2.2. By End-User
- 8.2.3. By Country
- 8.3. Europe: Country Analysis
- 8.3.1. Germany Entertainment Robots Market Outlook
- 8.3.1.1. Market Size & Forecast
- 8.3.1.1.1. By Value
- 8.3.1.2. Market Share & Forecast
- 8.3.1.2.1. By Product
- 8.3.1.2.2. By End-User
- 8.3.1.1. Market Size & Forecast
- 8.3.2. France Entertainment Robots Market Outlook
- 8.3.2.1. Market Size & Forecast
- 8.3.2.1.1. By Value
- 8.3.2.2. Market Share & Forecast
- 8.3.2.2.1. By Product
- 8.3.2.2.2. By End-User
- 8.3.2.1. Market Size & Forecast
- 8.3.3. United Kingdom Entertainment Robots Market Outlook
- 8.3.3.1. Market Size & Forecast
- 8.3.3.1.1. By Value
- 8.3.3.2. Market Share & Forecast
- 8.3.3.2.1. By Product
- 8.3.3.2.2. By End-User
- 8.3.3.1. Market Size & Forecast
- 8.3.4. Italy Entertainment Robots Market Outlook
- 8.3.4.1. Market Size & Forecast
- 8.3.4.1.1. By Value
- 8.3.4.2. Market Share & Forecast
- 8.3.4.2.1. By Product
- 8.3.4.2.2. By End-User
- 8.3.4.1. Market Size & Forecast
- 8.3.5. Spain Entertainment Robots Market Outlook
- 8.3.5.1. Market Size & Forecast
- 8.3.5.1.1. By Value
- 8.3.5.2. Market Share & Forecast
- 8.3.5.2.1. By Product
- 8.3.5.2.2. By End-User
- 8.3.5.1. Market Size & Forecast
- 8.3.6. Belgium Entertainment Robots Market Outlook
- 8.3.6.1. Market Size & Forecast
- 8.3.6.1.1. By Value
- 8.3.6.2. Market Share & Forecast
- 8.3.6.2.1. By Product
- 8.3.6.2.2. By End-User
- 8.3.6.1. Market Size & Forecast
- 8.3.1. Germany Entertainment Robots Market Outlook
9. South America Entertainment Robots Market Outlook
- 9.1. Market Size & Forecast
- 9.1.1. By Value
- 9.2. Market Share & Forecast
- 9.2.1. By Product
- 9.2.2. By End-User
- 9.2.3. By Country
- 9.3. South America: Country Analysis
- 9.3.1. Brazil Entertainment Robots Market Outlook
- 9.3.1.1. Market Size & Forecast
- 9.3.1.1.1. By Value
- 9.3.1.2. Market Share & Forecast
- 9.3.1.2.1. By Product
- 9.3.1.2.2. By End-User
- 9.3.1.1. Market Size & Forecast
- 9.3.2. Colombia Entertainment Robots Market Outlook
- 9.3.2.1. Market Size & Forecast
- 9.3.2.1.1. By Value
- 9.3.2.2. Market Share & Forecast
- 9.3.2.2.1. By Product
- 9.3.2.2.2. By End-User
- 9.3.2.1. Market Size & Forecast
- 9.3.3. Argentina Entertainment Robots Market Outlook
- 9.3.3.1. Market Size & Forecast
- 9.3.3.1.1. By Value
- 9.3.3.2. Market Share & Forecast
- 9.3.3.2.1. By Product
- 9.3.3.2.2. By End-User
- 9.3.3.1. Market Size & Forecast
- 9.3.4. Chile Entertainment Robots Market Outlook
- 9.3.4.1. Market Size & Forecast
- 9.3.4.1.1. By Value
- 9.3.4.2. Market Share & Forecast
- 9.3.4.2.1. By Product
- 9.3.4.2.2. By End-User
- 9.3.4.1. Market Size & Forecast
- 9.3.5. Peru Entertainment Robots Market Outlook
- 9.3.5.1. Market Size & Forecast
- 9.3.5.1.1. By Value
- 9.3.5.2. Market Share & Forecast
- 9.3.5.2.1. By Product
- 9.3.5.2.2. By End-User
- 9.3.5.1. Market Size & Forecast
- 9.3.1. Brazil Entertainment Robots Market Outlook
10. Middle East & Africa Entertainment Robots Market Outlook
- 10.1. Market Size & Forecast
- 10.1.1. By Value
- 10.2. Market Share & Forecast
- 10.2.1. By Product
- 10.2.2. By End-User
- 10.2.3. By Country
- 10.3. Middle East & Africa: Country Analysis
- 10.3.1. Saudi Arabia Entertainment Robots Market Outlook
- 10.3.1.1. Market Size & Forecast
- 10.3.1.1.1. By Value
- 10.3.1.2. Market Share & Forecast
- 10.3.1.2.1. By Product
- 10.3.1.2.2. By End-User
- 10.3.1.1. Market Size & Forecast
- 10.3.2. UAE Entertainment Robots Market Outlook
- 10.3.2.1. Market Size & Forecast
- 10.3.2.1.1. By Value
- 10.3.2.2. Market Share & Forecast
- 10.3.2.2.1. By Product
- 10.3.2.2.2. By End-User
- 10.3.2.1. Market Size & Forecast
- 10.3.3. South Africa Entertainment Robots Market Outlook
- 10.3.3.1. Market Size & Forecast
- 10.3.3.1.1. By Value
- 10.3.3.2. Market Share & Forecast
- 10.3.3.2.1. By Product
- 10.3.3.2.2. By End-User
- 10.3.3.1. Market Size & Forecast
- 10.3.4. Turkey Entertainment Robots Market Outlook
- 10.3.4.1. Market Size & Forecast
- 10.3.4.1.1. By Value
- 10.3.4.2. Market Share & Forecast
- 10.3.4.2.1. By Product
- 10.3.4.2.2. By End-User
- 10.3.4.1. Market Size & Forecast
- 10.3.5. Israel Entertainment Robots Market Outlook
- 10.3.5.1. Market Size & Forecast
- 10.3.5.1.1. By Value
- 10.3.5.2. Market Share & Forecast
- 10.3.5.2.1. By Product
- 10.3.5.2.2. By End-User
- 10.3.5.1. Market Size & Forecast
- 10.3.1. Saudi Arabia Entertainment Robots Market Outlook
11. Asia Pacific Entertainment Robots Market Outlook
- 11.1. Market Size & Forecast
- 11.1.1. By Value
- 11.2. Market Share & Forecast
- 11.2.1. By Product
- 11.2.2. By End-User
- 11.2.3. By Country
- 11.3. Asia-Pacific: Country Analysis
- 11.3.1. China Entertainment Robots Market Outlook
- 11.3.1.1. Market Size & Forecast
- 11.3.1.1.1. By Value
- 11.3.1.2. Market Share & Forecast
- 11.3.1.2.1. By Product
- 11.3.1.2.2. By End-User
- 11.3.1.1. Market Size & Forecast
- 11.3.2. India Entertainment Robots Market Outlook
- 11.3.2.1. Market Size & Forecast
- 11.3.2.1.1. By Value
- 11.3.2.2. Market Share & Forecast
- 11.3.2.2.1. By Product
- 11.3.2.2.2. By End-User
- 11.3.2.1. Market Size & Forecast
- 11.3.3. Japan Entertainment Robots Market Outlook
- 11.3.3.1. Market Size & Forecast
- 11.3.3.1.1. By Value
- 11.3.3.2. Market Share & Forecast
- 11.3.3.2.1. By Product
- 11.3.3.2.2. By End-User
- 11.3.3.1. Market Size & Forecast
- 11.3.4. South Korea Entertainment Robots Market Outlook
- 11.3.4.1. Market Size & Forecast
- 11.3.4.1.1. By Value
- 11.3.4.2. Market Share & Forecast
- 11.3.4.2.1. By Product
- 11.3.4.2.2. By End-User
- 11.3.4.1. Market Size & Forecast
- 11.3.5. Australia Entertainment Robots Market Outlook
- 11.3.5.1. Market Size & Forecast
- 11.3.5.1.1. By Value
- 11.3.5.2. Market Share & Forecast
- 11.3.5.2.1. By Product
- 11.3.5.2.2. By End-User
- 11.3.5.1. Market Size & Forecast
- 11.3.6. Indonesia Entertainment Robots Market Outlook
- 11.3.6.1. Market Size & Forecast
- 11.3.6.1.1. By Value
- 11.3.6.2. Market Share & Forecast
- 11.3.6.2.1. By Product
- 11.3.6.2.2. By End-User
- 11.3.6.1. Market Size & Forecast
- 11.3.7. Vietnam Entertainment Robots Market Outlook
- 11.3.7.1. Market Size & Forecast
- 11.3.7.1.1. By Value
- 11.3.7.2. Market Share & Forecast
- 11.3.7.2.1. By Product
- 11.3.7.2.2. By End-User
- 11.3.7.1. Market Size & Forecast
- 11.3.1. China Entertainment Robots Market Outlook
12. Market Dynamics
- 12.1. Drivers
- 12.2. Challenges
13. Market Trends and Developments
14. Company Profiles
- 14.1. Hasbro Inc.
- 14.1.1. Business Overview
- 14.1.2. Key Revenue and Financials
- 14.1.3. Recent Developments
- 14.1.4. Key Personnel/Key Contact Person
- 14.1.5. Key Products/Services Offered
- 14.2. Sony Corporation
- 14.2.1. Business Overview
- 14.2.2. Key Revenue and Financials
- 14.2.3. Recent Developments
- 14.2.4. Key Personnel/Key Contact Person
- 14.2.5. Key Products/Services Offered
- 14.3. WowWee Group Limited
- 14.3.1. Business Overview
- 14.3.2. Key Revenue and Financials
- 14.3.3. Recent Developments
- 14.3.4. Key Personnel/Key Contact Person
- 14.3.5. Key Products /Services Offered
- 14.4. Blue Ocean Robotics
- 14.4.1. Business Overview
- 14.4.2. Key Revenue and Financials
- 14.4.3. Recent Developments
- 14.4.4. Key Personnel/Key Contact Person
- 14.4.5. Key Products/Services Offered
- 14.5. Innovation First International, Inc
- 14.5.1. Business Overview
- 14.5.2. Key Revenue and Financials
- 14.5.3. Recent Developments
- 14.5.4. Key Personnel/Key Contact Person
- 14.5.5. Key Products/Services Offered
- 14.6. Sphero, Inc.
- 14.6.1. Business Overview
- 14.6.2. Key Revenue and Financials
- 14.6.3. Recent Developments
- 14.6.4. Key Personnel/Key Contact Person
- 14.6.5. Key Products/Services Offered
- 14.7. Robobuilder Co., Ltd.
- 14.7.1. Business Overview
- 14.7.2. Key Revenue and Financials
- 14.7.3. Recent Developments
- 14.7.4. Key Personnel/Key Contact Person
- 14.7.5. Key Products/Services Offered
- 14.8. Fischertechnik GmbH
- 14.8.1. Business Overview
- 14.8.2. Key Revenue and Financials
- 14.8.3. Recent Developments
- 14.8.4. Key Personnel/Key Contact Person
- 14.8.5. Key Products/Services Offered

