Entertainment robots are developed for utilitarian purpose in domestic settings to entertain humans, especially children, elderly, guests, or clients. These robots are equipped with microphones, and can recognize voices and cameras to avoid obstacles and identify faces. They can converse, move, sing, dance, and interact with people.
Manufacturers are developing robotic kits that enhance children's knowledge and skills in subjects such as programming, science, and mathematics through design, creation, assembly, and operation of the robots.
The analysts forecast the global entertainment robot market to grow at a CAGR of 20.09 % during the period 2016-2020.
Covered in this report
The report covers the present scenario and the growth prospects of the global entertainment robots for 2016-2020. To calculate the market size, the report considers the revenue generated from sales and aftermarket services of entertainment robots.
The market is divided into the following segments based on geography:
The report, Global Entertainment Robots Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.
Other prominent vendors
- Bluefrog Robotics
- Modular Robotics
- Toshiba Machines
- Boosting STEAM skills in kids
- High upfront initial investment for vendors
- Development of entertainment robots with high AI
Key questions answered in this report
- What will the market size be in 2020 and what will the growth rate be?
- What are the key market trends?
- What is driving this market?
- What are the challenges to market growth?
- Who are the key vendors in this market space?
- What are the market opportunities and threats faced by the key vendors?
- What are the strengths and weaknesses of the key vendors?
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- Market overview
- Top-vendor offerings
- Other prominent vendors
- Research methodology
- Economic indicators
- Key market highlights
- Five forces analysis
- Global entertainment robots market by robotic toys
- Global entertainment robots market by educational robots
- Global entertainment robots market by robotic companion pets
- Entertainment robots market in EMEA
- Entertainment robots market in APAC
- Entertainment robots market in the Americas
PART 09: Impact of drivers
PART 10: Market challenges
PART 11: Impact of drivers and challenges
PART 12: Market trends
PART 13: Vendor landscape
- Competition business overview
- Competition analysis
- Competition financials
- Recent developments
- List of abbreviations
List of Exhibits
Exhibit 01: Market split: Based on robot types
Exhibit 02: Market spit: Based on geography
Exhibit 03: Product offerings
Exhibit 04: Other prominent vendors
Exhibit 05: Global entertainment robots market 2016-2020 (millions of units)
Exhibit 06: Five forces analysis
Exhibit 07: Global entertainment robots market by types 2015 (thousands of units)
Exhibit 08: Global entertainment robots market by types 2020 (thousands of units)
Exhibit 09: Global entertainment robots market by robotic toys 2015-2020 (millions of units)
Exhibit 10: Major producers of robotic toys
Exhibit 11: Global entertainment robots market by educational robots 2015-2020 (thousands of units)
Exhibit 12: Major producers of educational robots
Exhibit 13: Global entertainment robots market by robotic companion pets 2015-2020 (thousands of units)
Exhibit 14: Major vendors of pet robotics
Exhibit 15: Global entertainment robots market by geographic segmentation 2015
Exhibit 16: Global entertainment robots market by geographic segmentation 2020
Exhibit 17: Entertainment robots market in EMEA 2015-2020 (millions of units)
Exhibit 18: Entertainment robots market in APAC 2015-2020 (millions of units)
Exhibit 19: Entertainment robots market in the Americas 2015-2020 (thousands of units)
Exhibit 20: Impact of drivers
Exhibit 21: Impact of drivers and challenges
Exhibit 22: Historic VC funding in connected toys 2010-2015 ($ millions)
Exhibit 23: Average VC funding to start-up companies by category 2010-2015
Exhibit 24: Historic VC funding in robotic toys start-ups 2010-2015 ($ millions)
Exhibit 25: Historic VC funding in education and programmable robots
Exhibit 26: Mattel: Geographic sales revenues 2014
Exhibit 27: Aldebaran Robots: Product portfolio
Exhibit 28: Competition financials
Exhibit 29: Recent developments
The author of the report recognizes the following companies as the key players in the Global Entertainment Robots Market: Hasbro, Lego, Mattel, Sphero, and WowWee.
Other Prominent Vendors in the market are: Aldebaran, Bluefrog Robotics, Modular Robotics, Robobuilder, Robotis, and Toshiba Machines.
Commenting on the report, an analyst from the research team said: “High R&D investments in robotics have led to the development of robotics with AI. Manufacturers are making effort to develop humanoid robots with advanced technologies that can connect to humans. Voice recognition and proprietary algorithms that can detect human's emotions from their expression are also incorporated in robots. These algorithms enable robots to learn motor tasks through trial and error methods, and closely approximate the way humans learn. These entertainment robots can understand phrases, sentences, and simple commands. They respond to preset commands as well as learn and adapt to responses as required.”
According to the report, robotic toys teach and reinforce science, technology, engineering, arts, and math (STEAM) skills to children. They teach coding, language, and logical skills, and advanced mathematical concepts. Also, they are designed to encourage children to involve their parents and educators while playing. Parents and trainers appreciate robotic toys as they prepare kids to build critical-thinking, problem-solving, reasoning, and spatial skills. These toys are customized, and can be operated through smartphones, which enhances skills while entertaining the children.
Further, the report states that the need for high initial investments to design and develop robotic hampers the growth of the global entertainment robots market.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors.