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Europe Entertainment and Leisure Robots Market by Component, Application, End-user and Country 2014-2025: Growth Opportunity and Business Strategy

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  • Details
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Details

GMD estimates that Europe entertainment and leisure robots market has reached USD 667.1 million in 2018 owing to a growing adoption of all types of entertainment and leisure robots in both household and commercial applications across the region.

Highlighted with 22 tables and 51 figures, this 118-page report Europe Entertainment and Leisure Robots Market by Component, Application, End-user and Country 2014-2025: Growth Opportunity and Business Strategy is based on a comprehensive research of Europe entertainment and leisure robots market by analyzing the entire regional 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 2014-2017, revenue estimates for 2018, and forecasts from 2019 till 2025. (Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.)

In-depth qualitative analyses include identification and investigation of the following aspects:

Market Structure

Growth Drivers

Restraints and Challenges

Emerging Product Trends & Market Opportunities

Porter's Fiver Forces

The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe entertainment and leisure robots market in every aspect of the classification from perspectives of component, application, end-user and country.

Based on system component, the Europe market is segmented into the following sub-markets with annual revenue included for 2014-2025 (historical and forecast) for each section.

Hardware

Software

Services

On basis of application, the Europe market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.

Robotic Toys & Hobby Systems

Education & Research Robots

Robotic Companion Pets

Commercial & Art Robots

On basis of end-user, the Europe market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.

Household Sector (further segmented into Children, Elderly People, and Guests/Clients)

Commercial Sector (further split into Live Performances, Amusement Parks, Museums, and Other Entertainment Venues)

Geographically, the following national markets are fully investigated:

Germany

France

UK

Italy

Russia

Rest of Europe

For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2014-2025. The breakdown of all 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 key vendors including market leaders and important emerging players.

Specifically, potential risks associated with investing in Europe 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

(Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.)

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Table Of Content

Scope

Table of Contents

1 Introduction 4

1.1 Industry Definition and Research Scope 4

1.1.1 Industry Definition 4

1.1.2 Research Scope 5

1.2 Research Methodology 6

1.2.1 Overview of Market Research Methodology 6

1.2.2 Market Assumption 7

1.2.3 Secondary Data 7

1.2.4 Primary Data 7

1.2.5 Data Filtration and Model Design 8

1.2.6 Market Size/Share Estimation 9

1.2.7 Research Limitations 10

1.3 Executive Summary 11

2 Market Overview and Qualitative Analysis 13

2.1 Market Size and Forecast 13

2.2 Major Growth Drivers 15

2.3 Market Restraints and Challenges 21

2.4 Emerging Opportunities and Market Trends 24

2.5 Porter's Fiver Forces Analysis 28

3 Segmentation of Europe Market by Component 33

3.1 Market Overview by Component 33

3.2 Europe Entertainment and Leisure Robot Hardware Market 2014-2025 36

3.3 Europe Entertainment and Leisure Robot Software Market 2014-2025 37

3.4 Europe Entertainment and Leisure Robot Services Market 2014-2025 38

4 Segmentation of Europe Market by Application 40

4.1 Market Overview by Application 40

4.2 Europe Robotic Toys & Hobby Systems Market 2014-2025 43

4.3 Europe Education & Research Robots Market 2014-2025 50

4.4 Europe Robotic Companion Pets Market 2014-2025 52

4.5 Europe Commercial & Art Robots Market 2014-2025 54

5 Segmentation of Europe Market by End-user 56

5.1 Market Overview by End-user 56

5.2 Europe Entertainment and Leisure Robots Market for Household Sector 2014-2025 59

5.2.1 Europe Entertainment and Leisure Robots Market for Children 2014-2025 61

5.2.2 Europe Entertainment and Leisure Robots Market for Elderly People 2014-2025 62

5.2.3 Europe Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 63

5.3 Europe Entertainment and Leisure Robots Market for Commercial Sector 2014-2025 64

5.3.1 Europe Entertainment and Leisure Robots Market for Live Performances 2014-2025 66

5.3.2 Europe Entertainment and Leisure Robots Market for Amusement Parks 2014-2025 68

5.3.3 Europe Entertainment and Leisure Robots Market for Museums 2014-2025 69

5.3.4 Europe Entertainment and Leisure Robots Market for Other Entertainment Venues 2014-2025 70

6 European Market 2014-2025 by Country 71

6.1 Overview of European Market 71

6.2 Germany 75

6.3 UK 77

6.4 France 79

6.5 Russia 81

6.6 Italy 83

6.7 Rest of European Market 85

7 Competitive Landscape 87

7.1 Overview of Key Vendors 87

7.2 Company Profiles 91

8 Investing in Europe Market: Risk Assessment and Management 112

8.1 Risk Evaluation of Europe Market 112

8.2 Critical Success Factors (CSFs) 115

RELATED REPORTS AND PRODUCTS 118


List Of Figure

List of Figures:

Figure 1. Research Method Flow Chart 6

Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 9

Figure 3. Europe Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2017-2025 11

Figure 4. Europe Entertainment and Leisure Robots Market by Revenue, 2014-2025, USD mn 13

Figure 5. Europe Entertainment and Leisure Robots Market in Household Sector by Shipment, 2014-2025, thousand units 14

Figure 6. Europe Entertainment and Leisure Robots Market in Commercial Sector by Shipment, 2014-2025, thousand units 14

Figure 7. Primary Drivers and Impact Factors of Europe Entertainment and Leisure Robots Market 15

Figure 8. VC Funding in Connected Toys, USD mn, 2010-2015 18

Figure 9. Market Size of Toys, Video Game and Toys-to-Life, USD bn, 2013-2018 18

Figure 10. VC Funding in Connected Toys by Category, %, 2015 19

Figure 11. Top Connected Toy Companies by Total Funding, USD mn, 2010-2016 19

Figure 12. Primary Restraints and Impact Factors of Europe Entertainment and Leisure Robots Market 21

Figure 13. Porter's Fiver Forces Analysis of Europe Entertainment and Leisure Robots Market 28

Figure 14. Breakdown of Europe Entertainment and Leisure Robots Market by Component, 2017-2025, % of Revenue 34

Figure 15. Contribution to Europe 2018-2025 Cumulative Revenue by Component, Value (USD mn) and Share (%) 35

Figure 16. Europe Entertainment and Leisure Robot Hardware Market, 2014-2025, USD mn 36

Figure 17. Europe Entertainment and Leisure Robot Software Market, 2014-2025, USD mn 37

Figure 18. Europe Entertainment and Leisure Robot Services Market, 2014-2025, USD mn 39

Figure 19. Breakdown of Europe Entertainment and Leisure Robots Market by Application, 2017-2025, % of Revenue 41

Figure 20. Contribution to Europe 2018-2025 Cumulative Revenue by Application, Value (USD mn) and Share (%) 42

Figure 21. Europe Robotic Toys & Hobby Systems Market, 2014-2025, USD mn 44

Figure 22. Picture of Aibo 45

Figure 23. Picture of I-Cybie 47

Figure 24. Picture of iDog 49

Figure 25. Europe Education & Research Robots Market, 2014-2025, USD mn 51

Figure 26. Europe Robotic Companion Pets Market, 2014-2025, USD mn 53

Figure 27. Europe Commercial & Art Robots Market, 2014-2025, USD mn 55

Figure 28. Breakdown of Europe Entertainment and Leisure Robots Market by End-user, 2017-2025, % of Revenue 57

Figure 29. Contribution to Europe 2018-2025 Cumulative Revenue by End-user, Value (USD mn) and Share (%) 58

Figure 30. Europe Entertainment and Leisure Robots Market for Household Sector, 2014-2025, USD mn 59

Figure 31. Breakdown of Europe Entertainment & Leisure Robots Market in Household Sector by End-user, 2017-2025, % of Revenue 60

Figure 32. Europe Entertainment and Leisure Robots Market for Children, 2014-2025, USD mn 61

Figure 33. Europe Entertainment and Leisure Robots Market for Elderly People, 2014-2025, USD mn 62

Figure 34. Europe Entertainment and Leisure Robots Market for Guests/Clients, 2014-2025, USD mn 63

Figure 35. Europe Entertainment and Leisure Robots Market for Commercial Sector, 2014-2025, USD mn 64

Figure 36. Breakdown of Europe Entertainment & Leisure Robots Market in Commercial Sector by End-user, 2017-2025, % of Revenue 65

Figure 37. Europe Entertainment and Leisure Robots Market for Live Performances, 2014-2025, USD mn 67

Figure 38. Europe Entertainment and Leisure Robots Market for Amusement Parks, 2014-2025, USD mn 68

Figure 39. Europe Entertainment and Leisure Robots Market for Museums, 2014-2025, USD mn 69

Figure 40. Europe Entertainment and Leisure Robots Market for Other Entertainment Venues, 2014-2025, USD mn 70

Figure 41. Breakdown of European Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 73

Figure 42. Contribution to Europe 2018-2025 Cumulative Revenue by Country, Value (USD mn) and Share (%) 74

Figure 43. Entertainment and Leisure Robots Market in Germany by Revenue, 2014-2025, USD mn 75

Figure 44. Entertainment and Leisure Robots Market in UK by Revenue, 2014-2025, USD mn 77

Figure 45. Entertainment and Leisure Robots Market in France by Revenue, 2014-2025, USD mn 79

Figure 46. Entertainment and Leisure Robots Market in Russia by Revenue, 2014-2025, USD mn 81

Figure 47. Entertainment and Leisure Robots Market in Italy by Revenue, 2014-2025, USD mn 83

Figure 48. Entertainment and Leisure Robots Market in Rest of Europe by Revenue, 2014-2025, USD mn 86

Figure 49. Growth Stage of Europe Entertainment and Leisure Robots Industry over the Forecast Period 87

Figure 50. Toshiba Machine Revenue by Business Segment, 2015, % 109

Figure 51. Toshiba Machine Revenue by Region in 2015, % 109


List Of Table

List of Tables:

Table 1. Snapshot of Europe Entertainment and Leisure Robots Market, 2017-2025 13

Table 2. Main Product Trends and Market Opportunities in Europe Entertainment and Leisure Robots Market 25

Table 3. Europe Entertainment and Leisure Robots Market by Component, 2014-2025, USD mn 35

Table 4. Europe Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 42

Table 5. Europe Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 58

Table 6. Europe Entertainment & Leisure Robots Market in Household Sector by End-user, 2014-2025, USD mn 61

Table 7. Europe Entertainment & Leisure Robots Market in Commercial Sector by End-user, 2014-2025, USD mn 66

Table 8. Europe Entertainment and Leisure Robots Market by Country, 2014-2025, USD mn 74

Table 9. Germany Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 77

Table 10. Germany Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 77

Table 11. UK Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 79

Table 12. UK Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 79

Table 13. France Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 81

Table 14. France Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 81

Table 15. Russia Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 83

Table 16. Russia Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 83

Table 17. Italy Entertainment and Leisure Robots Market by Application, 2014-2025, USD mn 85

Table 18. Italy Entertainment and Leisure Robots Market by End-user, 2014-2025, USD mn 85

Table 19. Main Vendors and Product Offerings 90

Table 20. RoboBuilder Revenue Segmentation by Region, 2017 105

Table 21. Risk Evaluation for Investing in Europe Market, 2017-2025 114

Table 22. Critical Success Factors and Key Takeaways 117

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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