The entertainment robots market size is expected to see exponential growth in the next few years. It will grow to $114 billion in 2029 at a compound annual growth rate (CAGR) of 26.7%. The growth in the forecast period can be attributed to rapid advancements in human-robot interaction, the emergence of social robots, the expansion of theme parks and entertainment venues, customization and personalization trends, focus on educational and edutainment robots. Major trends in the forecast period include the integration of 5g technology, collaboration between entertainment and technology companies, increasing affordability of robotics technology, technological advancements in robotics, and human-robot interaction (HRI) improvements.
The forecast of 26.7% growth over the next five years remains unchanged from the previous projection for this market. This reduction is primarily due to the impact of tariffs between the US and other countries. Tariffs on robotics components, sensors, and servos may limit innovation and deployment of entertainment robots in live events and theme parks. The effect will also be felt more widely due to reciprocal tariffs and the negative effect on the global economy and trade due to increased trade tensions and restrictions.
The rising adoption of robots is anticipated to drive the growth of the entertainment robots market in the future. The use of robots among children and seniors serves educational, therapeutic, and caregiving purposes, including teaching children subjects like mathematics, science, and programming, as well as helping older adults remain active and engaged. Robotic assistance for seniors is being developed to assist with daily activities such as housekeeping, retrieving objects, getting in and out of bed, mealtime tasks, and mobility. For example, in September 2023, reports from the International Federation of Robotics (IFR), a Germany-based organization focused on the robotics industry, indicated that global industrial robot installations increased by 5% in 2022, with Asia accounting for 73% of the market. The sector is expected to grow by 7% in 2023, reaching over 590,000 units. Thus, the increasing adoption of robots is fueling the expansion of the entertainment robots market.
The increasing number of children is poised to contribute to the expansion of the entertainment robots market. Children, defined as young human beings in the early stage of life, from birth to adolescence or until reaching maturity, are showing a growing interest in entertainment robots. These robots offer interactive experiences, educational engagement, playtime activities, and more. According to The Federal Interagency Forum on Child and Family Statistics (Forum), a U.S.-based federal government agency, the number of children in the United States was approximately 72.5 million in 2022. In the same year, the number of children aged 0-5 was 22.4 million, slightly lower than those in the 6-11 age group (24.2 million) and the 12-17 age group (25.8 million). The projected total count of children is expected to rise to 78.2 million by the year 2050. Thus, the increasing population of children is a driving force for the future growth of the entertainment robots market.
Advancements in artificial intelligence technology are emerging as key trends gaining traction in the entertainment robots market. Companies within this market are strategically adopting new technologies to maintain their competitive positions. For example, in February 2022, Miko, an India-based consumer electronics company specializing in artificial intelligence and machine learning, introduced Miko 3, an AI-integrated educational robot. Miko 3 boasts features such as a wide-angle HD camera, a speed range sensor, and odometric detectors, enabling dynamic mapping of distances and the ability to navigate surfaces and obstacles. The Mikonnect video calling feature ensures a secure and continuous connection between children and parents.
Major players in the entertainment robots market are channeling their efforts into the development of innovative products, including robot dogs, to establish a robust market presence. A robot dog is a mechanical device designed to mimic the appearance and behavior of a real dog. For instance, in January 2023, WowWee Group Limited, a China-based manufacturer of entertainment robots, launched the 'MINTiD Dog-E' robot. Dog-E stands out as an innovative robot dog with over a million potential combinations of vibrant lights, sounds, and personality traits, rendering it truly unique. This app-connected smart dog features real-life movements, touch sensors, audio sensors, and persistence of vision (PV) for displaying icons and communicating messages.
In October 2022, Miko.ai, an India-based technology firm, acquired Square Off for an undisclosed sum. This acquisition allows Miko to expand its collection of advanced educational tools, thereby enhancing its footprint in the interactive robotics sector and improving learning experiences for children. Square Off is a US-based technology company known for its AI-powered automated chessboards and smart interactive board games.
Major companies operating in the entertainment robots market include Sony Corporation, Hasbro Inc., Lego Group, Honda Motor Co. Ltd., Mattel Inc., WowWee Group Limited, Blue Frog Robotics, SoftBank Robotics Group Corp., UBTECH Robotics Corp., Robosen Robotics Co. Ltd., Anki Inc., Spin Master Ltd., Sphero Inc., Fischertechnik GmbH, iRobot Corporation, Tomy Company Ltd., Parrot SA, Boston Dynamics Inc., AIBrain Inc., Robotis Inc., Segway Robotics Inc., Ozobot & Evollve Inc., KUKA AG, Aldebaran Robotics SAS, Hanson Robotics Ltd., VTech Holdings Limited, ROBOLOCO Inc., Neato Robotics Inc., DJI Technology Co. Ltd., Furhat Robotics.
Asia-Pacific was the largest region in the entertainment robots market in 2024. North America is expected to be the fastest-growing region in the global entertainment robots market report during the forecast period. The regions covered in the entertainment robots market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the entertainment robots market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
Note that the outlook for this market is being affected by rapid changes in trade relations and tariffs globally. The report will be updated prior to delivery to reflect the latest status, including revised forecasts and quantified impact analysis. The report’s Recommendations and Conclusions sections will be updated to give strategies for entities dealing with the fast-moving international environment.
The rapid surge in U.S. tariffs and the resulting trade tensions in spring 2025 are heavily affecting the media sector, particularly in areas such as content creation, broadcasting, and digital streaming. Increased tariffs on imported audiovisual gear, editing tools, and broadcasting technologies have driven up both production and operational costs for media companies. Film and TV studios are incurring higher expenses for sourcing foreign-made cameras, lighting, and post-production equipment, while news and broadcast outlets are facing steeper costs for satellite services and transmission hardware. Additionally, retaliatory tariffs imposed by other countries are hindering the export of U.S.-based media content, curbing international revenue growth. To navigate these challenges, media firms are increasingly sourcing domestically, accelerating digital transformation, and adopting AI-powered production tools to reduce costs and sustain their global competitiveness amid ongoing trade disruptions.
The entertainment robots market research report is one of a series of new reports that provides entertainment robots market statistics, including entertainment robots industry global market size, regional shares, competitors with an entertainment robots market share, detailed entertainment robots market segments, market trends and opportunities, and any further data you may need to thrive in the entertainment robots industry. This entertainment robots market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.
Entertainment robots are specifically crafted and programmed to offer joy and amusement to humans. These robots find applications in diverse entertainment sectors, including theme parks, cinemas, game centers, and even personal households.
The primary product categories of entertainment robots encompass robot toys, educational robots, and robotic companion pets. Robot toys are playthings intricately designed to resemble robots, exhibiting features that emulate the appearance and behaviors of real robots. These toys often incorporate movable limbs, sound effects, and lights to create a lifesuch as and engaging experience. The various components, including software and hardware, find applications across different sectors such as media, education, retail, and others.
The entertainment robots market consists of sales of residential, domestic, and research robots. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Entertainment Robots Global Market Report 2025 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses on entertainment robots market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for entertainment robots? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The entertainment robots market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include: the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
Scope
Markets Covered:
1) By Product: Robot Toys; Educational Robots; Robotic Companion Pets2) By Component: Software; Hardware
3) By End-User: Media; Education; Retail; Other End Users
Subsegments:
1) By Robot Toys: Remote-Controlled Robots; Interactive Robot Toys; Building and Construction Robot Kits2) By Educational Robots: Coding and Programming Robots; STEM Learning Robots; Robotics Kits for Schools
3) By Robotic Companion Pets: Robotic Dogs and Cats; Interactive Pet Robots; Emotional Support Robotic Pets
Companies Mentioned: Sony Corporation; Hasbro Inc.; Lego Group; Honda Motor Co. Ltd.; Mattel Inc.; WowWee Group Limited; Blue Frog Robotics; SoftBank Robotics Group Corp.; UBTECH Robotics Corp.; Robosen Robotics Co. Ltd.; Anki Inc.; Spin Master Ltd.; Sphero Inc.; Fischertechnik GmbH; iRobot Corporation; Tomy Company Ltd.; Parrot SA; Boston Dynamics Inc.; AIBrain Inc.; Robotis Inc.; Segway Robotics Inc.; Ozobot & Evollve Inc.; KUKA AG; Aldebaran Robotics SAS; Hanson Robotics Ltd.; VTech Holdings Limited; ROBOLOCO Inc.; Neato Robotics Inc.; DJI Technology Co. Ltd.; Furhat Robotics
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: PDF, Word and Excel Data Dashboard.
Companies Mentioned
The companies featured in this Entertainment Robots market report include:- Sony Corporation
- Hasbro Inc.
- Lego Group
- Honda Motor Co. Ltd.
- Mattel Inc.
- WowWee Group Limited
- Blue Frog Robotics
- SoftBank Robotics Group Corp.
- UBTECH Robotics Corp.
- Robosen Robotics Co. Ltd.
- Anki Inc.
- Spin Master Ltd.
- Sphero Inc.
- Fischertechnik GmbH
- iRobot Corporation
- Tomy Company Ltd.
- Parrot SA
- Boston Dynamics Inc.
- AIBrain Inc.
- Robotis Inc.
- Segway Robotics Inc.
- Ozobot & Evollve Inc.
- KUKA AG
- Aldebaran Robotics SAS
- Hanson Robotics Ltd.
- VTech Holdings Limited
- ROBOLOCO Inc.
- Neato Robotics Inc.
- DJI Technology Co. Ltd.
- Furhat Robotics
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 175 |
| Published | September 2025 |
| Forecast Period | 2025 - 2029 |
| Estimated Market Value ( USD | $ 44.25 Billion |
| Forecasted Market Value ( USD | $ 114 Billion |
| Compound Annual Growth Rate | 26.7% |
| Regions Covered | Global |
| No. of Companies Mentioned | 31 |


