Global Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2014-2025: Growth Opportunity and Business Strategy
- 2099
- Pages: 169
- August 2018
- Total Views:1260
- Region : Global
- Grace Market Data
- Market Research Report

Details
The aggregated revenue of global entertainment and leisure robots market is expected to reach USD 34.3 billion during 2018-2025 owing to a growing adoption of all types of entertainment and leisure robots in both household and commercial applications across the globe.
Highlighted with 54 tables and 81 figures, this 169-page report Global Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2014-2025: Growth Opportunity and Business Strategy is based on a comprehensive research of worldwide entertainment and leisure robots market by analyzing the entire global market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2014-2016, revenue estimates for 2017, and forecasts from 2018 till 2025.
In-depth qualitative analyses include identification and investigation of the following aspects:
o Market Structure
o Growth Drivers
o Restraints and Challenges
o Emerging Product Trends & Market Opportunities
o Porter's Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global entertainment and leisure robots market in every aspect of the classification from perspectives of component, application, end-user and region.
Based on system component, the global market is segmented into the following sub-markets with annual revenue included for 2014-2025 (historical and forecast) for each section.
o Hardware
o Software
o Services
On basis of application, the global market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.
o Robotic Toys & Hobby Systems
o Education & Research Robots
o Robotic Companion Pets
o Commercial & Art Robots
On basis of end-user, the global market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.
o Household Sector (further segmented into Children, Elderly People, and Guests/Clients)
o Commercial Sector (further split into Live Performances, Amusement Parks, Museums, and Other Entertainment Venues)
Geographically, the following regions together with the listed national markets are fully investigated:
o APAC (Japan, China, Australia, India, South Korea and Rest of APAC)
o Europe (Germany, France, UK, Italy, Russia, Rest of Europe)
o North America (U.S. and Canada)
o Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
o RoW (UAE, Saudi Arabia, Iran)
For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2014-2025. The breakdown of all regional markets by country and split of key national markets by application and end-user over the forecast years are also included.
The report also covers current competitive scenario and the predicted manufacture trend; and profiles global entertainment and leisure robot vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global entertainment and leisure robots market and industry are assayed quantitatively and qualitatively through GMD's Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players:
Blue Frog Robotics SAS
Hasbro, Inc.
Lego System A/S
Mattel, Inc.
Modular Robotics Incorporated
RoboBuilder Co., Ltd.
Softbank Robotics
Sony Corporation
Sphero, Inc.
Toshiba Machine Co., Ltd.
WowWee Group Limited
Table Of Content
Scope
Table of Contents
1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 9
1.2.1 Overview of Market Research Methodology 9
1.2.2 Market Assumption 10
1.2.3 Secondary Data 10
1.2.4 Primary Data 10
1.2.5 Data Filtration and Model Design 11
1.2.6 Market Size/Share Estimation 12
1.2.7 Research Limitations 13
1.3 Executive Summary 14
2 Market Overview and Qualitative Analysis 16
2.1 Market Size and Forecast 16
2.2 Major Growth Drivers 18
2.3 Market Restraints and Challenges 24
2.4 Emerging Opportunities and Market Trends 27
2.5 Porter's Fiver Forces Analysis 31
3 Segmentation of Global Market by Component 36
3.1 Market Overview by Component 36
3.2 Global Entertainment and Leisure Robot Hardware Market 2014-2025 39
3.3 Global Entertainment and Leisure Robot Software Market 2014-2025 40
3.4 Global Entertainment and Leisure Robot Services Market 2014-2025 41
4 Segmentation of Global Market by Application 43
4.1 Market Overview by Application 43
4.2 Global Robotic Toys & Hobby Systems Market 2014-2025 46
4.3 Global Education & Research Robots Market 2014-2025 53
4.4 Global Robotic Companion Pets Market 2014-2025 55
4.5 Global Commercial & Art Robots Market 2014-2025 57
5 Segmentation of Global Market by End-user 59
5.1 Market Overview by End-user 59
5.2 Global Entertainment and Leisure Robots Market for Household Sector 2014-2025 62
5.2.1 Global Entertainment and Leisure Robots Market for Children 2014-2025 64
5.2.2 Global Entertainment and Leisure Robots Market for Elderly People 2014-2025 65
5.2.3 Global Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 66
5.3 Global Entertainment and Leisure Robots Market for Commercial Sector 2014-2025 67
5.3.1 Global Entertainment and Leisure Robots Market for Live Performances 2014-2025 69
5.3.2 Global Entertainment and Leisure Robots Market for Amusement Parks 2014-2025 71
5.3.3 Global Entertainment and Leisure Robots Market for Museums 2014-2025 72
5.3.4 Global Entertainment and Leisure Robots Market for Other Entertainment Venues 2014-2025 73
6 Segmentation of Global Market by Region 74
6.1 Geographic Market Overview by Region 2014-2025 74
6.2 North America Market 2014-2025 by Country 78
6.2.1 Overview of North America Market 78
6.2.2 U.S. Market 81
6.2.3 Canadian Market 84
6.3 European Market 2014-2025 by Country 86
6.3.1 Overview of European Market 86
6.3.2 Germany 90
6.3.3 UK 92
6.3.4 France 94
6.3.5 Russia 96
6.3.6 Italy 98
6.3.7 Rest of European Market 100
6.4 Asia-Pacific Market 2014-2025 by Country 102
6.4.1 Overview of Asia-Pacific Market 102
6.4.2 Japan 106
6.4.3 China 109
6.4.4 India 111
6.4.5 Australia 113
6.4.6 South Korea 115
6.4.7 Rest of APAC Region 117
6.5 Latin America Market 2014-2025 by Country 118
6.5.1 Argentina 121
6.5.2 Brazil 123
6.5.3 Mexico 125
6.5.4 Rest of Latin America Market 127
6.6 Rest of World Market 2014-2025 by Country 128
6.6.1 Iran 131
6.6.2 Saudi Arabia 133
6.6.3 UAE 135
6.6.4 Other National Markets 137
7 Competitive Landscape 138
7.1 Overview of Key Vendors 138
7.2 Company Profiles 142
8 Investing in Global Market: Risk Assessment and Management 163
8.1 Risk Evaluation of Global Market 163
8.2 Critical Success Factors (CSFs) 166
RELATED REPORTS AND PRODUCTS 169
List Of Figure
List of Figures:
Figure 1. Research Method Flow Chart 9
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 12
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2017-2025 14
Figure 4. Global Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 16
Figure 5. Global Entertainment and Leisure Robots Market in Household Sector by Shipment, 2014-2025, thousand units 17
Figure 6. Global Entertainment and Leisure Robots Market in Commercial Sector by Shipment, 2014-2025, thousand units 17
Figure 7. Primary Drivers and Impact Factors of Global Entertainment and Leisure Robots Market 18
Figure 8. VC Funding in Connected Toys, USD mn, 2010-2015 21
Figure 9. Market Size of Toys, Video Game and Toys-to-Life, USD bn, 2013-2018 21
Figure 10. VC Funding in Connected Toys by Category, %, 2015 22
Figure 11. Top Connected Toy Companies by Total Funding, USD mn, 2010-2016 22
Figure 12. Primary Restraints and Impact Factors of Global Entertainment and Leisure Robots Market 24
Figure 13. Porter's Fiver Forces Analysis of Global Entertainment and Leisure Robots Market 31
Figure 14. Breakdown of Global Entertainment and Leisure Robots Market by Component, 2017-2025, % of Revenue 37
Figure 15. Contribution to Global 2018-2025 Cumulative Revenue by Component, Value (USD mn) and Share (%) 38
Figure 16. Global Entertainment and Leisure Robot Hardware Market, 2014-2025, USD mn 39
Figure 17. Global Entertainment and Leisure Robot Software Market, 2014-2025, USD mn 40
Figure 18. Global Entertainment and Leisure Robot Services Market, 2014-2025, USD mn 42
Figure 19. Breakdown of Global Entertainment and Leisure Robots Market by Application, 2017-2025, % of Revenue 44
Figure 20. Contribution to Global 2018-2025 Cumulative Revenue by Application, Value (USD mn) and Share (%) 45
Figure 21. Global Robotic Toys & Hobby Systems Market, 2014-2025, USD mn 47
Figure 22. Picture of Aibo 48
Figure 23. Picture of I-Cybie 50
Figure 24. Picture of iDog 52
Figure 25. Global Education & Research Robots Market, 2014-2025, USD mn 54
Figure 26. Global Robotic Companion Pets Market, 2014-2025, USD mn 56
Figure 27. Global Commercial & Art Robots Market, 2014-2025, USD mn 58
Figure 28. Breakdown of Global Entertainment and Leisure Robots Market by End-user, 2017-2025, % of Revenue 60
Figure 29. Contribution to Global 2018-2025 Cumulative Revenue by End-user, Value (USD mn) and Share (%) 61
Figure 30. Global Entertainment and Leisure Robots Market for Household Sector, 2014-2025, USD mn 62
Figure 31. Breakdown of Global Entertainment & Leisure Robots Market in Household Sector by End-user, 2017-2025, % of Revenue 63
Figure 32. Global Entertainment and Leisure Robots Market for Children, 2014-2025, USD mn 64
Figure 33. Global Entertainment and Leisure Robots Market for Elderly People, 2014-2025, USD mn 65
Figure 34. Global Entertainment and Leisure Robots Market for Guests/Clients, 2014-2025, USD mn 66
Figure 35. Global Entertainment and Leisure Robots Market for Commercial Sector, 2014-2025, USD mn 67
Figure 36. Breakdown of Global Entertainment & Leisure Robots Market in Commercial Sector by End-user, 2017-2025, % of Revenue 68
Figure 37. Global Entertainment and Leisure Robots Market for Live Performances, 2014-2025, USD mn 70
Figure 38. Global Entertainment and Leisure Robots Market for Amusement Parks, 2014-2025, USD mn 71
Figure 39. Global Entertainment and Leisure Robots Market for Museums, 2014-2025, USD mn 72
Figure 40. Global Entertainment and Leisure Robots Market for Other Entertainment Venues, 2014-2025, USD mn 73
Figure 41. Geographic Spread of Worldwide Entertainment and Leisure Robots Market, 2017-2025, % of Revenue 75
Figure 42. Contribution to Global 2018-2025 Cumulative Revenue by Region, Value (USD mn) and Share (%) 76
Figure 43. North American Entertainment and Leisure Robots Market, 2014-2025, USD mn 79
Figure 44. Breakdown of North America Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 79
Figure 45. Contribution to North America 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 80
Figure 46. U.S. Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 81
Figure 47. Canada Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 84
Figure 48. European Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 88
Figure 49. Breakdown of European Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 88
Figure 50. Contribution to Europe 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 89
Figure 51. Entertainment and Leisure Robots Market in Germany by Revenue, 2014-2025, USD mn 90
Figure 52. Entertainment and Leisure Robots Market in UK by Revenue, 2014-2025, USD mn 92
Figure 53. Entertainment and Leisure Robots Market in France by Revenue, 2014-2025, USD mn 94
Figure 54. Entertainment and Leisure Robots Market in Russia by Revenue, 2014-2025, USD mn 96
Figure 55. Entertainment and Leisure Robots Market in Italy by Revenue, 2014-2025, USD mn 98
Figure 56. Entertainment and Leisure Robots Market in Rest of Europe by Revenue, 2014-2025, USD mn 101
Figure 57. Asia-Pacific Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 103
Figure 58. Breakdown of APAC Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 103
Figure 59. Contribution to APAC 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 105
Figure 60. Entertainment and Leisure Robots Market in Japan by Revenue, 2014-2025, USD mn 108
Figure 61. Entertainment and Leisure Robots Market in China by Revenue, 2014-2025, USD mn 110
Figure 62. Entertainment and Leisure Robots Market in India by Revenue, 2014-2025, USD mn 112
Figure 63. Entertainment and Leisure Robots Market in Australia by Revenue, 2014-2025, USD mn 113
Figure 64. Entertainment and Leisure Robots Market in South Korea by Revenue, 2014-2025, USD mn 115
Figure 65. Entertainment and Leisure Robots Market in Rest of APAC by Revenue, 2014-2025, USD mn 117
Figure 66. Latin America Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 119
Figure 67. Breakdown of Latin America Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 119
Figure 68. Contribution to Latin America 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 120
Figure 69. Entertainment and Leisure Robots Market in Argentina by Revenue, 2014-2025, USD mn 121
Figure 70. Entertainment and Leisure Robots Market in Brazil by Revenue, 2014-2025, USD mn 123
Figure 71. Entertainment and Leisure Robots Market in Mexico by Revenue, 2014-2025, USD mn 125
Figure 72. Entertainment and Leisure Robots Market in Rest of Latin America by Revenue, 2014-2025, USD mn 127
Figure 73. Entertainment and Leisure Robots Market in Rest of the World (RoW) by Revenue, 2014-2025, USD mn 129
Figure 74. Breakdown of RoW Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 129
Figure 75. Contribution to RoW 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 130
Figure 76. Entertainment and Leisure Robots Market in Iran by Revenue, 2014-2025, USD mn 131
Figure 77. Entertainment and Leisure Robots Market in Saudi Arabia by Revenue, 2014-2025, USD mn 133
Figure 78. Entertainment and Leisure Robots Market in UAE by Revenue, 2014-2025, USD mn 135
Figure 79. Growth Stage of Global Entertainment and Leisure Robots Industry over the Forecast Period 138
Figure 80. Toshiba Machine Revenue by Business Segment, 2015, % 160
Figure 81. Toshiba Machine Revenue by Region in 2015, % 160
List Of Table
List of Tables:
Table 1. Snapshot of Global Entertainment and Leisure Robots Market, 2017-2025 15
Table 2. Main Product Trends and Market Opportunities in Global Entertainment and Leisure Robots Market 27
Table 3. Global Entertainment and Leisure Robots Market by Component, 2014-2025, USD mn 37
Table 4. Global Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 44
Table 5. Global Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 60
Table 6. Global Entertainment & Leisure Robots Market in Household Sector by End-user, 2014-2025, USD mn 63
Table 7. Global Entertainment & Leisure Robots Market in Commercial Sector by End-user, 2014-2025, USD mn 68
Table 8. Global Entertainment and Leisure Robots Market by Region, 2014-2025, USD mn 75
Table 9. Leading National Entertainment and Leisure Robots Market by Revenue, 2017 and 2025, USD mn 77
Table 10. North America Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 80
Table 11. U.S. Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 82
Table 12. U.S. Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 82
Table 13. Canada Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 85
Table 14. Canada Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 85
Table 15. Europe Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 89
Table 16. Germany Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 91
Table 17. Germany Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 91
Table 18. UK Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 93
Table 19. UK Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 93
Table 20. France Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 95
Table 21. France Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 95
Table 22. Russia Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 97
Table 23. Russia Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 97
Table 24. Italy Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 99
Table 25. Italy Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 99
Table 26. APAC Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 104
Table 27. Japan Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 108
Table 28. Japan Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 108
Table 29. China Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 110
Table 30. China Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 110
Table 31. India Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 112
Table 32. India Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 112
Table 33. Australia Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 114
Table 34. Australia Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 114
Table 35. South Korea Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 116
Table 36. South Korea Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 116
Table 37. Latin America Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 120
Table 38. Argentina Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 122
Table 39. Argentina Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 122
Table 40. Brazil Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 124
Table 41. Brazil Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 124
Table 42. Mexico Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 126
Table 43. Mexico Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 126
Table 44. RoW Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 130
Table 45. Iran Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 132
Table 46. Iran Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 132
Table 47. Saudi Arabia Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 134
Table 48. Saudi Arabia Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 134
Table 49. UAE Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 136
Table 50. UAE Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 136
Table 51. Main Vendors and Product Offerings 140
Table 52. RoboBuilder Revenue Segmentation by Region, 2017 155
Table 53. Risk Evaluation for Investing in Global Market, 2017-2025 164
Table 54. Critical Success Factors and Key Takeaways 167
Licence Rights
Section Purchase
INQUIRE FOR COVID-19 IMPACT ANALYSIS
Products and Companies
Companies
Blue Frog Robotics SAS
Hasbro, Inc.
Lego System A/S
Mattel, Inc.
Modular Robotics Incorporated
RoboBuilder Co., Ltd.
Softbank Robotics
Sony Corporation
Sphero, Inc.
Toshiba Machine Co., Ltd.
WowWee Group Limited
Company Profile
Company Profile Title
The aggregated revenue of global entertainment and leisure robots market is expected to reach USD 34.3 billion during 2018-2025 owing to a growing adoption of all types of entertainment and leisure robots in both household and commercial applications across the globe.
Highlighted with 54 tables and 81 figures, this 169-page report Global Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2014-2025: Growth Opportunity and Business Strategy is based on a comprehensive research of worldwide entertainment and leisure robots market by analyzing the entire global market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2014-2016, revenue estimates for 2017, and forecasts from 2018 till 2025.
In-depth qualitative analyses include identification and investigation of the following aspects:
o Market Structure
o Growth Drivers
o Restraints and Challenges
o Emerging Product Trends & Market Opportunities
o Porter's Fiver Forces
The trend and outlook of global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global entertainment and leisure robots market in every aspect of the classification from perspectives of component, application, end-user and region.
Based on system component, the global market is segmented into the following sub-markets with annual revenue included for 2014-2025 (historical and forecast) for each section.
o Hardware
o Software
o Services
On basis of application, the global market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.
o Robotic Toys & Hobby Systems
o Education & Research Robots
o Robotic Companion Pets
o Commercial & Art Robots
On basis of end-user, the global market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.
o Household Sector (further segmented into Children, Elderly People, and Guests/Clients)
o Commercial Sector (further split into Live Performances, Amusement Parks, Museums, and Other Entertainment Venues)
Geographically, the following regions together with the listed national markets are fully investigated:
o APAC (Japan, China, Australia, India, South Korea and Rest of APAC)
o Europe (Germany, France, UK, Italy, Russia, Rest of Europe)
o North America (U.S. and Canada)
o Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
o RoW (UAE, Saudi Arabia, Iran)
For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2014-2025. The breakdown of all regional markets by country and split of key national markets by application and end-user over the forecast years are also included.
The report also covers current competitive scenario and the predicted manufacture trend; and profiles global entertainment and leisure robot vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in global entertainment and leisure robots market and industry are assayed quantitatively and qualitatively through GMD's Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.
Key Players:
Blue Frog Robotics SAS
Hasbro, Inc.
Lego System A/S
Mattel, Inc.
Modular Robotics Incorporated
RoboBuilder Co., Ltd.
Softbank Robotics
Sony Corporation
Sphero, Inc.
Toshiba Machine Co., Ltd.
WowWee Group Limited
Scope
Table of Contents
1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 9
1.2.1 Overview of Market Research Methodology 9
1.2.2 Market Assumption 10
1.2.3 Secondary Data 10
1.2.4 Primary Data 10
1.2.5 Data Filtration and Model Design 11
1.2.6 Market Size/Share Estimation 12
1.2.7 Research Limitations 13
1.3 Executive Summary 14
2 Market Overview and Qualitative Analysis 16
2.1 Market Size and Forecast 16
2.2 Major Growth Drivers 18
2.3 Market Restraints and Challenges 24
2.4 Emerging Opportunities and Market Trends 27
2.5 Porter's Fiver Forces Analysis 31
3 Segmentation of Global Market by Component 36
3.1 Market Overview by Component 36
3.2 Global Entertainment and Leisure Robot Hardware Market 2014-2025 39
3.3 Global Entertainment and Leisure Robot Software Market 2014-2025 40
3.4 Global Entertainment and Leisure Robot Services Market 2014-2025 41
4 Segmentation of Global Market by Application 43
4.1 Market Overview by Application 43
4.2 Global Robotic Toys & Hobby Systems Market 2014-2025 46
4.3 Global Education & Research Robots Market 2014-2025 53
4.4 Global Robotic Companion Pets Market 2014-2025 55
4.5 Global Commercial & Art Robots Market 2014-2025 57
5 Segmentation of Global Market by End-user 59
5.1 Market Overview by End-user 59
5.2 Global Entertainment and Leisure Robots Market for Household Sector 2014-2025 62
5.2.1 Global Entertainment and Leisure Robots Market for Children 2014-2025 64
5.2.2 Global Entertainment and Leisure Robots Market for Elderly People 2014-2025 65
5.2.3 Global Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 66
5.3 Global Entertainment and Leisure Robots Market for Commercial Sector 2014-2025 67
5.3.1 Global Entertainment and Leisure Robots Market for Live Performances 2014-2025 69
5.3.2 Global Entertainment and Leisure Robots Market for Amusement Parks 2014-2025 71
5.3.3 Global Entertainment and Leisure Robots Market for Museums 2014-2025 72
5.3.4 Global Entertainment and Leisure Robots Market for Other Entertainment Venues 2014-2025 73
6 Segmentation of Global Market by Region 74
6.1 Geographic Market Overview by Region 2014-2025 74
6.2 North America Market 2014-2025 by Country 78
6.2.1 Overview of North America Market 78
6.2.2 U.S. Market 81
6.2.3 Canadian Market 84
6.3 European Market 2014-2025 by Country 86
6.3.1 Overview of European Market 86
6.3.2 Germany 90
6.3.3 UK 92
6.3.4 France 94
6.3.5 Russia 96
6.3.6 Italy 98
6.3.7 Rest of European Market 100
6.4 Asia-Pacific Market 2014-2025 by Country 102
6.4.1 Overview of Asia-Pacific Market 102
6.4.2 Japan 106
6.4.3 China 109
6.4.4 India 111
6.4.5 Australia 113
6.4.6 South Korea 115
6.4.7 Rest of APAC Region 117
6.5 Latin America Market 2014-2025 by Country 118
6.5.1 Argentina 121
6.5.2 Brazil 123
6.5.3 Mexico 125
6.5.4 Rest of Latin America Market 127
6.6 Rest of World Market 2014-2025 by Country 128
6.6.1 Iran 131
6.6.2 Saudi Arabia 133
6.6.3 UAE 135
6.6.4 Other National Markets 137
7 Competitive Landscape 138
7.1 Overview of Key Vendors 138
7.2 Company Profiles 142
8 Investing in Global Market: Risk Assessment and Management 163
8.1 Risk Evaluation of Global Market 163
8.2 Critical Success Factors (CSFs) 166
RELATED REPORTS AND PRODUCTS 169
List Of Figure
List of Figures:
Figure 1. Research Method Flow Chart 9
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 12
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2017-2025 14
Figure 4. Global Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 16
Figure 5. Global Entertainment and Leisure Robots Market in Household Sector by Shipment, 2014-2025, thousand units 17
Figure 6. Global Entertainment and Leisure Robots Market in Commercial Sector by Shipment, 2014-2025, thousand units 17
Figure 7. Primary Drivers and Impact Factors of Global Entertainment and Leisure Robots Market 18
Figure 8. VC Funding in Connected Toys, USD mn, 2010-2015 21
Figure 9. Market Size of Toys, Video Game and Toys-to-Life, USD bn, 2013-2018 21
Figure 10. VC Funding in Connected Toys by Category, %, 2015 22
Figure 11. Top Connected Toy Companies by Total Funding, USD mn, 2010-2016 22
Figure 12. Primary Restraints and Impact Factors of Global Entertainment and Leisure Robots Market 24
Figure 13. Porter's Fiver Forces Analysis of Global Entertainment and Leisure Robots Market 31
Figure 14. Breakdown of Global Entertainment and Leisure Robots Market by Component, 2017-2025, % of Revenue 37
Figure 15. Contribution to Global 2018-2025 Cumulative Revenue by Component, Value (USD mn) and Share (%) 38
Figure 16. Global Entertainment and Leisure Robot Hardware Market, 2014-2025, USD mn 39
Figure 17. Global Entertainment and Leisure Robot Software Market, 2014-2025, USD mn 40
Figure 18. Global Entertainment and Leisure Robot Services Market, 2014-2025, USD mn 42
Figure 19. Breakdown of Global Entertainment and Leisure Robots Market by Application, 2017-2025, % of Revenue 44
Figure 20. Contribution to Global 2018-2025 Cumulative Revenue by Application, Value (USD mn) and Share (%) 45
Figure 21. Global Robotic Toys & Hobby Systems Market, 2014-2025, USD mn 47
Figure 22. Picture of Aibo 48
Figure 23. Picture of I-Cybie 50
Figure 24. Picture of iDog 52
Figure 25. Global Education & Research Robots Market, 2014-2025, USD mn 54
Figure 26. Global Robotic Companion Pets Market, 2014-2025, USD mn 56
Figure 27. Global Commercial & Art Robots Market, 2014-2025, USD mn 58
Figure 28. Breakdown of Global Entertainment and Leisure Robots Market by End-user, 2017-2025, % of Revenue 60
Figure 29. Contribution to Global 2018-2025 Cumulative Revenue by End-user, Value (USD mn) and Share (%) 61
Figure 30. Global Entertainment and Leisure Robots Market for Household Sector, 2014-2025, USD mn 62
Figure 31. Breakdown of Global Entertainment & Leisure Robots Market in Household Sector by End-user, 2017-2025, % of Revenue 63
Figure 32. Global Entertainment and Leisure Robots Market for Children, 2014-2025, USD mn 64
Figure 33. Global Entertainment and Leisure Robots Market for Elderly People, 2014-2025, USD mn 65
Figure 34. Global Entertainment and Leisure Robots Market for Guests/Clients, 2014-2025, USD mn 66
Figure 35. Global Entertainment and Leisure Robots Market for Commercial Sector, 2014-2025, USD mn 67
Figure 36. Breakdown of Global Entertainment & Leisure Robots Market in Commercial Sector by End-user, 2017-2025, % of Revenue 68
Figure 37. Global Entertainment and Leisure Robots Market for Live Performances, 2014-2025, USD mn 70
Figure 38. Global Entertainment and Leisure Robots Market for Amusement Parks, 2014-2025, USD mn 71
Figure 39. Global Entertainment and Leisure Robots Market for Museums, 2014-2025, USD mn 72
Figure 40. Global Entertainment and Leisure Robots Market for Other Entertainment Venues, 2014-2025, USD mn 73
Figure 41. Geographic Spread of Worldwide Entertainment and Leisure Robots Market, 2017-2025, % of Revenue 75
Figure 42. Contribution to Global 2018-2025 Cumulative Revenue by Region, Value (USD mn) and Share (%) 76
Figure 43. North American Entertainment and Leisure Robots Market, 2014-2025, USD mn 79
Figure 44. Breakdown of North America Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 79
Figure 45. Contribution to North America 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 80
Figure 46. U.S. Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 81
Figure 47. Canada Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 84
Figure 48. European Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 88
Figure 49. Breakdown of European Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 88
Figure 50. Contribution to Europe 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 89
Figure 51. Entertainment and Leisure Robots Market in Germany by Revenue, 2014-2025, USD mn 90
Figure 52. Entertainment and Leisure Robots Market in UK by Revenue, 2014-2025, USD mn 92
Figure 53. Entertainment and Leisure Robots Market in France by Revenue, 2014-2025, USD mn 94
Figure 54. Entertainment and Leisure Robots Market in Russia by Revenue, 2014-2025, USD mn 96
Figure 55. Entertainment and Leisure Robots Market in Italy by Revenue, 2014-2025, USD mn 98
Figure 56. Entertainment and Leisure Robots Market in Rest of Europe by Revenue, 2014-2025, USD mn 101
Figure 57. Asia-Pacific Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 103
Figure 58. Breakdown of APAC Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 103
Figure 59. Contribution to APAC 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 105
Figure 60. Entertainment and Leisure Robots Market in Japan by Revenue, 2014-2025, USD mn 108
Figure 61. Entertainment and Leisure Robots Market in China by Revenue, 2014-2025, USD mn 110
Figure 62. Entertainment and Leisure Robots Market in India by Revenue, 2014-2025, USD mn 112
Figure 63. Entertainment and Leisure Robots Market in Australia by Revenue, 2014-2025, USD mn 113
Figure 64. Entertainment and Leisure Robots Market in South Korea by Revenue, 2014-2025, USD mn 115
Figure 65. Entertainment and Leisure Robots Market in Rest of APAC by Revenue, 2014-2025, USD mn 117
Figure 66. Latin America Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 119
Figure 67. Breakdown of Latin America Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 119
Figure 68. Contribution to Latin America 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 120
Figure 69. Entertainment and Leisure Robots Market in Argentina by Revenue, 2014-2025, USD mn 121
Figure 70. Entertainment and Leisure Robots Market in Brazil by Revenue, 2014-2025, USD mn 123
Figure 71. Entertainment and Leisure Robots Market in Mexico by Revenue, 2014-2025, USD mn 125
Figure 72. Entertainment and Leisure Robots Market in Rest of Latin America by Revenue, 2014-2025, USD mn 127
Figure 73. Entertainment and Leisure Robots Market in Rest of the World (RoW) by Revenue, 2014-2025, USD mn 129
Figure 74. Breakdown of RoW Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 129
Figure 75. Contribution to RoW 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 130
Figure 76. Entertainment and Leisure Robots Market in Iran by Revenue, 2014-2025, USD mn 131
Figure 77. Entertainment and Leisure Robots Market in Saudi Arabia by Revenue, 2014-2025, USD mn 133
Figure 78. Entertainment and Leisure Robots Market in UAE by Revenue, 2014-2025, USD mn 135
Figure 79. Growth Stage of Global Entertainment and Leisure Robots Industry over the Forecast Period 138
Figure 80. Toshiba Machine Revenue by Business Segment, 2015, % 160
Figure 81. Toshiba Machine Revenue by Region in 2015, % 160
List Of Table
List of Tables:
Table 1. Snapshot of Global Entertainment and Leisure Robots Market, 2017-2025 15
Table 2. Main Product Trends and Market Opportunities in Global Entertainment and Leisure Robots Market 27
Table 3. Global Entertainment and Leisure Robots Market by Component, 2014-2025, USD mn 37
Table 4. Global Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 44
Table 5. Global Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 60
Table 6. Global Entertainment & Leisure Robots Market in Household Sector by End-user, 2014-2025, USD mn 63
Table 7. Global Entertainment & Leisure Robots Market in Commercial Sector by End-user, 2014-2025, USD mn 68
Table 8. Global Entertainment and Leisure Robots Market by Region, 2014-2025, USD mn 75
Table 9. Leading National Entertainment and Leisure Robots Market by Revenue, 2017 and 2025, USD mn 77
Table 10. North America Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 80
Table 11. U.S. Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 82
Table 12. U.S. Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 82
Table 13. Canada Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 85
Table 14. Canada Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 85
Table 15. Europe Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 89
Table 16. Germany Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 91
Table 17. Germany Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 91
Table 18. UK Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 93
Table 19. UK Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 93
Table 20. France Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 95
Table 21. France Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 95
Table 22. Russia Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 97
Table 23. Russia Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 97
Table 24. Italy Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 99
Table 25. Italy Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 99
Table 26. APAC Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 104
Table 27. Japan Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 108
Table 28. Japan Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 108
Table 29. China Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 110
Table 30. China Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 110
Table 31. India Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 112
Table 32. India Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 112
Table 33. Australia Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 114
Table 34. Australia Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 114
Table 35. South Korea Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 116
Table 36. South Korea Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 116
Table 37. Latin America Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 120
Table 38. Argentina Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 122
Table 39. Argentina Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 122
Table 40. Brazil Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 124
Table 41. Brazil Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 124
Table 42. Mexico Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 126
Table 43. Mexico Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 126
Table 44. RoW Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 130
Table 45. Iran Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 132
Table 46. Iran Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 132
Table 47. Saudi Arabia Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 134
Table 48. Saudi Arabia Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 134
Table 49. UAE Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 136
Table 50. UAE Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 136
Table 51. Main Vendors and Product Offerings 140
Table 52. RoboBuilder Revenue Segmentation by Region, 2017 155
Table 53. Risk Evaluation for Investing in Global Market, 2017-2025 164
Table 54. Critical Success Factors and Key Takeaways 167
INQUIRE FOR COVID-19 IMPACT ANALYSIS
Companies
Blue Frog Robotics SAS
Hasbro, Inc.
Lego System A/S
Mattel, Inc.
Modular Robotics Incorporated
RoboBuilder Co., Ltd.
Softbank Robotics
Sony Corporation
Sphero, Inc.
Toshiba Machine Co., Ltd.
WowWee Group Limited