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家庭娛樂和休閒機器人市場-全球產業規模、佔有率、趨勢、機會和預測,按系統組件、應用、最終用戶、地區和競爭格局分類,2020-2030年預測

Home Entertainment and Leisure Robots Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By System Component, By Application, By End User, By Region, and By Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3個工作天內

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簡介目錄

全球家庭娛樂休閒機器人市場規模將從2024年的231億美元成長到2030年的839.7億美元,年複合成長率達24.00%。該市場涵蓋專為家庭環境設計的機器人解決方案,主要面向家庭娛樂、教育和陪伴等領域。推動市場擴張的關鍵因素包括人工智慧和機器人技術的不斷進步,這些進步能夠帶來更具互動性和個人化的使用者體驗。

市場概覽
預測期 2026-2030
市場規模:2024年 231億美元
市場規模:2030年 839.7億美元
複合年成長率:2025-2030年 24.00%
成長最快的細分市場 孩子們
最大的市場 北美洲

主要市場促進因素

人工智慧和機器人技術的進步正在從根本上改變家用娛樂休閒機器人的功能,使其更加自主和適應性更強。這項進步使得機器人能夠實現更強大的導航、物件辨識和更複雜的人機交互,超越了以往的基本功能。

主要市場挑戰

先進機器人系統的高昂初始成本嚴重阻礙了全球家庭娛樂休閒機器人市場的擴張。如此高的價格直接限制了消費者的廣泛接受度,並限制了市場滲透率,尤其對於可支配收入適中的家庭而言更是如此。

主要市場趨勢

一個值得關注的趨勢是,家庭娛樂休閒機器人與現有智慧家庭生態系統之間的協同作用日益增強。這種融合使機器人能夠作為更廣泛的自動化環境中的互聯組件運行,從而實現與照明、恆溫器和安防系統等智慧型設備的無縫互動。

目錄

第1章:產品概述

第2章:研究方法

第3章:執行概要

第4章:顧客之聲

第5章:全球家庭娛樂與休閒機器人市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 依系統組件(硬體、軟體、服務)分類
    • 依應用領域(機器人玩具及嗜好系統、教育及科研機器人、機器人伴侶寵物)
    • 依最終用戶(兒童、老年人)分類
    • 按地區
    • 按公司(2024 年)
  • 市場地圖

第6章:北美家庭娛樂休閒機器人市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲家庭娛樂與休閒機器人市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區家庭娛樂與休閒機器人市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東及非洲家庭娛樂及休閒機器人市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美家庭娛樂與休閒機器人市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章:市場動態

  • 促進要素
  • 挑戰

第12章:市場趨勢與發展

  • 併購
  • 產品發布
  • 最新進展

第13章:全球家庭娛樂休閒機器人市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的潛力
  • 供應商議價能力
  • 顧客的力量
  • 替代產品的威脅

第15章:競爭格局

  • Anki, Inc.
  • Blue Frog Robotics SAS
  • WowWee Group Limited
  • Sphero, Inc.
  • Mattel, Inc.
  • Amazon.com, Inc.
  • SoftBank Robotics Group
  • iRobot Corporation
  • LG Electronics Inc.
  • Ecovacs Robotics Co., Ltd.

第16章:策略建議

第17章調查會社について,免責事項

簡介目錄
Product Code: 22990

The Global Home Entertainment and Leisure Robots Market will grow from USD 23.10 Billion in 2024 to USD 83.97 Billion by 2030 at a 24.00% CAGR. The global home entertainment and leisure robots market encompasses robotic solutions specifically designed for domestic environments, focusing on entertainment, education, and companionship within residential settings. Key drivers supporting market expansion include continuous advancements in artificial intelligence and robotics technology, which enable more interactive and personalized user experiences.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 23.10 Billion
Market Size 2030USD 83.97 Billion
CAGR 2025-203024.00%
Fastest Growing SegmentChildren
Largest MarketNorth America

Key Market Drivers

Advancements in artificial intelligence and robotics technology are fundamentally transforming the capabilities of home entertainment and leisure robots, making them more autonomous and adaptable. This progress allows for enhanced navigation, object recognition, and sophisticated human-robot interaction, pushing beyond rudimentary functionalities. According to Google DeepMind, in March 2025, the company's new Gemini Robotics models demonstrated performance doubling on generalization benchmarks compared to existing systems, showcasing rapid progress in robotic intelligence.

Key Market Challenges

The high initial cost associated with advanced robotic systems presents a significant impediment to the expansion of the global home entertainment and leisure robots market. Such elevated price points directly constrain broader consumer adoption and limit market penetration, particularly for households with moderate disposable incomes. For instance, according to the International Federation of Robotics, the average cost of a service robot in 2024 was $11,510. This substantial investment requirement can deter potential buyers, leading to a slower uptake compared to more affordable consumer electronics.

Key Market Trends

A notable trend is the growing synergy between home entertainment and leisure robots and existing smart home ecosystems. This integration allows robots to function as interconnected components within a broader automated environment, enabling seamless interaction with smart devices such as lighting, thermostats, and security systems. This connectivity extends the functionality of robots beyond their individual capabilities, contributing to a more cohesive and intelligent living space.

Key Market Players

  • Anki, Inc.
  • Blue Frog Robotics SAS
  • WowWee Group Limited
  • Sphero, Inc.
  • Mattel, Inc.
  • Amazon.com, Inc.
  • SoftBank Robotics Group
  • iRobot Corporation
  • LG Electronics Inc.
  • Ecovacs Robotics Co., Ltd.

Report Scope:

In this report, the Global Home Entertainment and Leisure Robots Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Home Entertainment and Leisure Robots Market, By System Component:

  • Hardware
  • Software
  • Services

Home Entertainment and Leisure Robots Market, By Application:

  • Robotic Toys & Hobby Systems
  • Education & Research Robots
  • Robotic Companion Pets

Home Entertainment and Leisure Robots Market, By End User:

  • Children
  • Elderly People

Home Entertainment and Leisure Robots Market, By Region:

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea

Competitive Landscape

Company Profiles: Detailed analysis of the major companies presents in the Global Home Entertainment and Leisure Robots Market.

Available Customizations:

Global Home Entertainment and Leisure Robots Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Home Entertainment and Leisure Robots Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By System Component (Hardware, Software, Services)
    • 5.2.2. By Application (Robotic Toys & Hobby Systems, Education & Research Robots, Robotic Companion Pets)
    • 5.2.3. By End User (Children, Elderly People)
    • 5.2.4. By Region
    • 5.2.5. By Company (2024)
  • 5.3. Market Map

6. North America Home Entertainment and Leisure Robots Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By System Component
    • 6.2.2. By Application
    • 6.2.3. By End User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Home Entertainment and Leisure Robots Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By System Component
        • 6.3.1.2.2. By Application
        • 6.3.1.2.3. By End User
    • 6.3.2. Canada Home Entertainment and Leisure Robots Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By System Component
        • 6.3.2.2.2. By Application
        • 6.3.2.2.3. By End User
    • 6.3.3. Mexico Home Entertainment and Leisure Robots Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By System Component
        • 6.3.3.2.2. By Application
        • 6.3.3.2.3. By End User

7. Europe Home Entertainment and Leisure Robots Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By System Component
    • 7.2.2. By Application
    • 7.2.3. By End User
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Home Entertainment and Leisure Robots Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By System Component
        • 7.3.1.2.2. By Application
        • 7.3.1.2.3. By End User
    • 7.3.2. France Home Entertainment and Leisure Robots Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By System Component
        • 7.3.2.2.2. By Application
        • 7.3.2.2.3. By End User
    • 7.3.3. United Kingdom Home Entertainment and Leisure Robots Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By System Component
        • 7.3.3.2.2. By Application
        • 7.3.3.2.3. By End User
    • 7.3.4. Italy Home Entertainment and Leisure Robots Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By System Component
        • 7.3.4.2.2. By Application
        • 7.3.4.2.3. By End User
    • 7.3.5. Spain Home Entertainment and Leisure Robots Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By System Component
        • 7.3.5.2.2. By Application
        • 7.3.5.2.3. By End User

8. Asia Pacific Home Entertainment and Leisure Robots Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By System Component
    • 8.2.2. By Application
    • 8.2.3. By End User
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Home Entertainment and Leisure Robots Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By System Component
        • 8.3.1.2.2. By Application
        • 8.3.1.2.3. By End User
    • 8.3.2. India Home Entertainment and Leisure Robots Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By System Component
        • 8.3.2.2.2. By Application
        • 8.3.2.2.3. By End User
    • 8.3.3. Japan Home Entertainment and Leisure Robots Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By System Component
        • 8.3.3.2.2. By Application
        • 8.3.3.2.3. By End User
    • 8.3.4. South Korea Home Entertainment and Leisure Robots Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By System Component
        • 8.3.4.2.2. By Application
        • 8.3.4.2.3. By End User
    • 8.3.5. Australia Home Entertainment and Leisure Robots Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By System Component
        • 8.3.5.2.2. By Application
        • 8.3.5.2.3. By End User

9. Middle East & Africa Home Entertainment and Leisure Robots Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By System Component
    • 9.2.2. By Application
    • 9.2.3. By End User
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Home Entertainment and Leisure Robots Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By System Component
        • 9.3.1.2.2. By Application
        • 9.3.1.2.3. By End User
    • 9.3.2. UAE Home Entertainment and Leisure Robots Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By System Component
        • 9.3.2.2.2. By Application
        • 9.3.2.2.3. By End User
    • 9.3.3. South Africa Home Entertainment and Leisure Robots Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By System Component
        • 9.3.3.2.2. By Application
        • 9.3.3.2.3. By End User

10. South America Home Entertainment and Leisure Robots Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By System Component
    • 10.2.2. By Application
    • 10.2.3. By End User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Home Entertainment and Leisure Robots Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By System Component
        • 10.3.1.2.2. By Application
        • 10.3.1.2.3. By End User
    • 10.3.2. Colombia Home Entertainment and Leisure Robots Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By System Component
        • 10.3.2.2.2. By Application
        • 10.3.2.2.3. By End User
    • 10.3.3. Argentina Home Entertainment and Leisure Robots Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By System Component
        • 10.3.3.2.2. By Application
        • 10.3.3.2.3. By End User

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Home Entertainment and Leisure Robots Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Anki, Inc.
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Blue Frog Robotics SAS
  • 15.3. WowWee Group Limited
  • 15.4. Sphero, Inc.
  • 15.5. Mattel, Inc.
  • 15.6. Amazon.com, Inc.
  • 15.7. SoftBank Robotics Group
  • 15.8. iRobot Corporation
  • 15.9. LG Electronics Inc.
  • 15.10. Ecovacs Robotics Co., Ltd.

16. Strategic Recommendations

17. About Us & Disclaimer