娛樂機器人市場:趨勢、機會與競爭分析 [2023-2028]
市場調查報告書
商品編碼
1342055

娛樂機器人市場:趨勢、機會與競爭分析 [2023-2028]

Entertainment Robot Market: Trends, Opportunities and Competitive Analysis [2023-2028]

出版日期: | 出版商: Lucintel | 英文 150 Pages | 商品交期: 3個工作天內

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簡介目錄

娛樂機器人市場趨勢及預測

預計到2028年,全球娛樂機器人市場將達到 91 億美元,2023年至2028年年複合成長率為 22.3%。這個市場的主要促進因素是對動畫電子產品的需求不斷成長,在現場活動中擴大採用機器人來促進與人類的互動,以及由於醫療和健康問題,老年人對機器人寵物的需求不斷成長。娛樂機器人市場前景廣闊,媒體、教育、零售等領域蘊藏商機。

娛樂機器人市場洞察

  • Lucintel 預測,機器人玩具在預測期內仍將是最大的細分市場,因為它們模仿人類的感知,並且在執行舞蹈、運動和與人交流等任務方面有相當大的應用。
  • 由於娛樂機器人的大量使用來提供引人入勝且真實的客戶體驗,最終導致人流、客戶參與和品牌忠誠度的增加,零售業預計仍將是最大的細分市場。
  • 由於工業和製造地的持續擴張、護理機器人的使用增加以實現老年人的家庭護理以及主要玩具製造商在該地區的存在,預計亞太地區仍將是最大的地區。

本報告回答了 11 個關鍵問題:

  • Q.1.細分市場中最有前途和高成長的機會是什麼?
  • Q.2.哪個細分市場將以更快的速度成長?為什麼?
  • Q.3.哪些地區未來會出現更快的成長?為什麼?
  • Q.4.影響市場動態的主要要素有哪些?市場的主要挑戰和商業風險是什麼?
  • Q.5.這個市場的商業風險和競爭威脅是什麼?
  • Q.6.這個市場有哪些新趨勢?為什麼?
  • Q.7.市場客戶需求有何改變?
  • Q.8.該市場有哪些新發展以及哪些公司處於領先地位?
  • Q.9.這個市場的主要企業有哪些?此外,主要企業採取什麼樣的策略配合措施?
  • Q10.該市場的競爭產品有哪些?因材料或產品替代而導致市場佔有率下降的威脅有多大?
  • Q11.過去年度發生了哪些併購事件,對產業產生了哪些影響?

目錄

第1章 執行摘要

第2章 全球娛樂機器人市場:市場動態

  • 簡介、背景、分類
  • 供應鏈
  • 產業促進因素與挑戰

第3章 2017-2028年市場趨勢及預測分析

  • 宏觀經濟趨勢(2017-2022)與預測(2023-2028)
  • 全球娛樂機器人市場趨勢(2017-2022)與預測(2023-2028)
  • 全球娛樂機器人市場(依產品)
    • 機器人玩具
    • 教育機器人
    • 機器人伴侶寵物
  • 依最終用途產業分類的全球娛樂機器人市場
    • 媒體
    • 教育
    • 零售
    • 其他

第4章 2017-2028年分地區市場趨勢及預測分析

  • 全球娛樂機器人市場區域分佈
  • 北美娛樂機器人市場
  • 歐洲娛樂機器人市場
  • 亞太娛樂機器人市場
  • 其他區域娛樂機器人市場

第5章 競爭分析

  • 產品系列分析
  • 營運整合
  • 波特五力分析

第6章 成長機會與策略分析

  • 成長機會分析
    • 全球娛樂機器人市場成長機會(依產品)
    • 依最終用途產業分類的全球娛樂機器人市場成長機會
    • 全球娛樂機器人市場依地區成長機會
  • 全球娛樂機器人市場新趨勢
  • 戰略分析
    • 新產品開發
    • 全球娛樂機器人市場產能擴張
    • 全球娛樂機器人市場的合併、收購與合資
    • 認證和許可

第7章 主要企業概況

  • Hasbro
  • Mattel
  • Lego
  • WowWee
  • Sphero
  • Bluefrog Robotics
  • Aldebaran
簡介目錄

Entertainment Robot Market Trends and Forecast

The future of the entertainment robot market looks promising with opportunities in the media, education, and retail sectors. The global entertainment robot market is expected to reach an estimated $9.1 billion by 2028 with a CAGR of 22.3% from 2023 to 2028. The major drivers for this market are rising demand of animatronics, increasing adoption for these robots at live events to facilitate human interaction, and growing requirement of robot pets by seniors for therapeutic and health concerns.

A more than 150-page report is developed to help in your business decisions.

Entertainment Robot Market by Segment

The study includes a forecast for the global entertainment robot market by product, end use industry, and region, as follows:

Entertainment Robot Market by Product [Shipment Analysis by Value from 2017 to 2028]:

  • Robot Toys
  • Educational Robots
  • Robotic Companion Pets

Entertainment Robot Market by End Use Industry [Shipment Analysis by Value from 2017 to 2028]:

  • Media
  • Education
  • Retail
  • Others

Entertainment Robot Market by Region [Shipment Analysis by Value from 2017 to 2028]:

  • North America
  • Europe
  • Asia Pacific
  • The Rest of the World

List of Entertainment Robot Companies

Companies in the market compete on the basis of product quality offered. Major players in this market focus on expanding their manufacturing facilities, R&D investments, infrastructural development, and leverage integration opportunities across the value chain. With these strategies entertainment robot companies cater to increasing demand, ensure competitive effectiveness, develop innovative products & technologies, reduce production costs, and expand their customer base. Some of the entertainment robot companies profiled in this report include:

  • Hasbro
  • Mattel
  • Lego
  • WowWee
  • Sphero
  • Bluefrog Robotics
  • Aldebaran

Entertainment Robot Market Insights

  • Lucintel forecast that robot toy will remain the largest segment over the forecast period due to its considerable application to imitate human perception and carry out tasks such as dancing, moving, and communicating with people.
  • Retail is expected to remain the largest segment due to its significant use of entertainment robot leads to attractive and realistic client experiences, ultimately resulting in increased foot traffic, client engagement, and brand loyalty.
  • APAC will remain the largest region due to the continuous expansion of industries and manufacturing hubs, increasing use of care robots to enable elderly people home care, and presence of key toy manufacturers in the region.

Features of the Entertainment Robot Market

  • Market Size Estimates: Entertainment robot market size estimation in terms of value ($B)
  • Trend And Forecast Analysis: Market trends (2017-2022) and forecast (2023-2028) by various segments and regions.
  • Segmentation Analysis: Entertainment robot market size by various segments, such as by product, end use industry, and region
  • Regional Analysis: Entertainment robot market breakdown by North America, Europe, Asia Pacific, and the Rest of the World.
  • Growth Opportunities: Analysis on growth opportunities in different by product, end use industry, and regions for the entertainment robot market.
  • Strategic Analysis: This includes M&A, new product development, and competitive landscape for the entertainment robot market.
  • Analysis of competitive intensity of the industry based on Porter's Five Forces model.

FAQ

  • Q1. What is the entertainment robot market size?
  • Answer: The global entertainment robot market is expected to reach an estimated $9.1 billion by 2028.
  • Q2. What is the growth forecast for entertainment robot market?
  • Answer: The global entertainment robot market is expected to grow with a CAGR of 22.3% from 2023 to 2028.
  • Q3. What are the major drivers influencing the growth of the entertainment robot market?
  • Answer: The major drivers for this market are rising demand of animatronics, increasing adoption for these robots at live events to facilitate human interaction, and growing requirement of robot pets by seniors for therapeutic and health concerns.
  • Q4. What are the major segments for entertainment robot market?
  • Answer: The future of the entertainment robot market looks promising with opportunities in the media, education, and retail sectors.
  • Q5. Who are the key entertainment robot companies?
  • Answer: Some of the key entertainment robot companies are as follows:
    • Hasbro
    • Mattel
    • Lego
    • WowWee
    • Sphero
    • Bluefrog Robotics
    • Aldebaran
  • Q6. Which entertainment robot segment will be the largest in future?
  • Answer:Lucintel forecasts that robot toy will remain the largest segment over the forecast period due to its considerable application to imitate human perception and carry out tasks such as dancing, moving, and communicating with people.
  • Q7. In entertainment robot market, which region is expected to be the largest in next 5 years?
  • Answer: APAC will remain the largest region due to the continuous expansion of industries and manufacturing hubs, increasing use of care robots to enable elderly people home care, and presence of key toy manufacturers in the region.
  • Q8. Do we receive customization in this report?
  • Answer: Yes, Lucintel provides 10% Customization Without any Additional Cost.

This report answers following 11 key questions:

  • Q.1. What are some of the most promising, high-growth opportunities for the entertainment robot market by product (robot toys, educational robots, and robotic companion pets), end use industry (media, education, retail, and others), and region (North America, Europe, Asia Pacific, and the Rest of the World)?
  • Q.2. Which segments will grow at a faster pace and why?
  • Q.3. Which region will grow at a faster pace and why?
  • Q.4. What are the key factors affecting market dynamics? What are the key challenges and business risks in this market?
  • Q.5. What are the business risks and competitive threats in this market?
  • Q.6. What are the emerging trends in this market and the reasons behind them?
  • Q.7. What are some of the changing demands of customers in the market?
  • Q.8. What are the new developments in the market? Which companies are leading these developments?
  • Q.9. Who are the major players in this market? What strategic initiatives are key players pursuing for business growth?
  • Q10. What are some of the competing products in this market and how big of a threat do they pose for loss of market share by material or product substitution?
  • Q11. What M&A activity has occurred in the last 5 years and what has its impact been on the industry?

Table of Contents

1. Executive Summary

2. Global Entertainment Robot Market: Market Dynamics

  • 2.1: Introduction, Background, and Classifications
  • 2.2: Supply Chain
  • 2.3: Industry Drivers and Challenges

3. Market Trends and Forecast Analysis from 2017 to 2028

  • 3.1: Macroeconomic Trends (2017-2022) and Forecast (2023-2028)
  • 3.2: Global Entertainment Robot Market Trends (2017-2022) and Forecast (2023-2028)
  • 3.3: Global Entertainment Robot Market by Product
    • 3.3.1: Robot Toys
    • 3.3.2: Educational Robots
    • 3.3.3: Robotic Companion Pets
  • 3.4: Global Entertainment Robot Market by End Use Industry
    • 3.4.1: Media
    • 3.4.2: Education
    • 3.4.3: Retail
    • 3.4.4: Others

4. Market Trends and Forecast Analysis by Region from 2017 to 2028

  • 4.1: Global Entertainment Robot Market by Region
  • 4.2: North American Entertainment Robot Market
    • 4.2.1: North American Entertainment Robot Market by Product: Robot Toys, Educational Robots, and Robotic Companion Pets
    • 4.2.2: North American Entertainment Robot Market by End Use Industry: Media, Education, Retail, and Others
  • 4.3: European Entertainment Robot Market
    • 4.3.1: European Entertainment Robot Market by Product: Robot Toys, Educational Robots, and Robotic Companion Pets
    • 4.3.2: European Entertainment Robot Market by End Use Industry: Media, Education, Retail, and Others
  • 4.4: APAC Entertainment Robot Market
    • 4.4.1: APAC Entertainment Robot Market by Product: Robot Toys, Educational Robots, and Robotic Companion Pets
    • 4.4.2: APAC Entertainment Robot Market by End Use Industry: Media, Education, Retail, and Others
  • 4.5: ROW Entertainment Robot Market
    • 4.5.1: ROW Entertainment Robot Market by Product: Robot Toys, Educational Robots, and Robotic Companion Pets
    • 4.5.2: ROW Entertainment Robot Market by End Use Industry: Media, Education, Retail, and Others

5. Competitor Analysis

  • 5.1: Product Portfolio Analysis
  • 5.2: Operational Integration
  • 5.3: Porter's Five Forces Analysis

6. Growth Opportunities and Strategic Analysis

  • 6.1: Growth Opportunity Analysis
    • 6.1.1: Growth Opportunities for the Global Entertainment Robot Market by Product
    • 6.1.2: Growth Opportunities for the Global Entertainment Robot Market by End Use Industry
    • 6.1.3: Growth Opportunities for the Global Entertainment Robot Market by Region
  • 6.2: Emerging Trends in the Global Entertainment Robot Market
  • 6.3: Strategic Analysis
    • 6.3.1: New Product Development
    • 6.3.2: Capacity Expansion of the Global Entertainment Robot Market
    • 6.3.3: Mergers, Acquisitions, and Joint Ventures in the Global Entertainment Robot Market
    • 6.3.4: Certification and Licensing

7. Company Profiles of Leading Players

  • 7.1: Hasbro
  • 7.2: Mattel
  • 7.3: Lego
  • 7.4: WowWee
  • 7.5: Sphero
  • 7.6: Bluefrog Robotics
  • 7.7: Aldebaran