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市場調查報告書
商品編碼
1886625

娛樂機器人市場-全球產業規模、佔有率、趨勢、機會和預測,依產品、最終用戶、地區和競爭格局分類,2020-2030年預測

Entertainment Robots Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Product, By End-User, By Region, By Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 180 Pages | 商品交期: 2-3個工作天內

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簡介目錄

2024年全球娛樂機器人市場規模為66.8億美元,預計2030年將以13.30%的複合年成長率成長至141.3億美元。娛樂機器人是專為人類娛樂、陪伴和互動而設計的機器,而非執行實用功能。市場成長的主要驅動力是消費者對個人化和沈浸式體驗日益成長的需求,以及人工智慧和機器學習技術的不斷進步。

市場概覽
預測期 2026-2030
市場規模:2024年 66.8億美元
市場規模:2030年 141.3億美元
複合年成長率:2025-2030年 13.30%
成長最快的細分市場 教育機器人
最大的市場 亞太地區

主要市場促進因素

人工智慧和機器人技術的進步是全球娛樂機器人市場的主要驅動力,不斷提升這些互動系統的複雜性和功能。自然語言處理、電腦視覺和自主導航領域的創新使機器人能夠提供更逼真的互動和更靈活的回應,從而直接提升用戶參與度。

主要市場挑戰

先進娛樂機器人系統所需的大量初始投資嚴重阻礙了全球娛樂機器人市場的成長。研發和製造這些專用機器的高額資本支出限制了小型企業進入市場,也限制了其在消費者中的廣泛普及。

主要市場趨勢

全球娛樂機器人市場深受5G連結融合的影響,5G連結為互動式系統帶來了更強大的功能。這一趨勢促進了即時資料處理、超低延遲通訊以及增強的雲端操作,這些對於沉浸式虛擬實境體驗和響應式人機互動等複雜的娛樂機器人至關重要。

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:客戶之聲

第5章:全球娛樂機器人市場展望

  • 市場規模及預測
    • 按價值
  • 市佔率及預測
    • 依產品分類(機器人玩具、教育機器人、機器人伴侶寵物)
    • 依最終用戶(媒體、教育、零售、其他)分類
    • 按地區
    • 按公司(2024 年)
  • 市場地圖

第6章:北美娛樂機器人市場展望

  • 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:歐洲娛樂機器人市場展望

  • 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:亞太娛樂機器人市場展望

  • 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:中東和非洲娛樂機器人市場展望

  • 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:南美娛樂機器人市場展望

  • 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:全球娛樂機器人市場: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

  • Hasbro Inc.
  • Sony Corporation
  • WowWee Group Limited
  • Blue Ocean Robotics
  • Innovation First International, Inc
  • Sphero, Inc.
  • Robobuilder Co., Ltd.
  • Fischertechnik GmbH

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: 22270

The Global Entertainment Robots Market, valued at USD 6.68 Billion in 2024, is projected to experience a CAGR of 13.30% to reach USD 14.13 Billion by 2030. Entertainment robots are purpose-built machines designed for human amusement, companionship, and interactive engagement, rather than performing utilitarian functions. The market's growth is primarily driven by escalating consumer demand for personalized and immersive experiences, coupled with continuous technological advancements in artificial intelligence and machine learning.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 6.68 Billion
Market Size 2030USD 14.13 Billion
CAGR 2025-203013.30%
Fastest Growing SegmentEducational Robots
Largest MarketAsia Pacific

Key Market Drivers

Technological advancements in artificial intelligence and robotics represent a primary catalyst for the Global Entertainment Robots Market, continuously enhancing the sophistication and capabilities of these interactive systems. Innovations in natural language processing, computer vision, and autonomous navigation enable robots to offer more realistic interactions and adaptable responses, directly improving user engagement. According to Stanford HAI's 2025 AI Index Report, corporate AI investment reached $252.3 billion in 2024, signaling substantial capital flow into underlying technologies empowering entertainment robotics.

Key Market Challenges

The considerable initial investment required for advanced entertainment robot systems significantly impedes the growth of the Global Entertainment Robots Market. The high capital expenditure associated with research, development, and manufacturing of these specialized machines limits market entry for smaller enterprises and restricts widespread consumer adoption. This financial barrier reduces the potential customer base, confining sales primarily to early adopters or commercial entities with substantial budgets.

Key Market Trends

The Global Entertainment Robots Market is significantly shaped by the integration of 5G connectivity, enabling advanced capabilities for interactive systems. This trend facilitates real-time data processing, ultra-low latency communication, and enhanced cloud-based operations crucial for complex entertainment robotics, such as immersive virtual reality experiences and responsive human-robot interaction.

Key Market Players

  • Hasbro Inc.
  • Sony Corporation
  • WowWee Group Limited
  • Blue Ocean Robotics
  • Innovation First International, Inc
  • Sphero, Inc.
  • Robobuilder Co., Ltd.
  • Fischertechnik GmbH

Report Scope:

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

Entertainment Robots Market, By Product:

  • Robot Toys
  • Educational Robots
  • Robotic Companion Pets

Entertainment Robots Market, By End-User:

  • Media
  • Education
  • Retail
  • Others

Entertainment Robots Market, By Region:

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

Competitive Landscape

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

Available Customizations:

Global Entertainment 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 Entertainment Robots Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Product (Robot Toys, Educational Robots, Robotic Companion Pets)
    • 5.2.2. By End-User (Media, Education, Retail, Others)
    • 5.2.3. By Region
    • 5.2.4. By Company (2024)
  • 5.3. Market Map

6. North America Entertainment Robots Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Product
    • 6.2.2. By End-User
    • 6.2.3. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Entertainment 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 Product
        • 6.3.1.2.2. By End-User
    • 6.3.2. Canada Entertainment 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 Product
        • 6.3.2.2.2. By End-User
    • 6.3.3. Mexico Entertainment 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 Product
        • 6.3.3.2.2. By End-User

7. Europe Entertainment Robots Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Product
    • 7.2.2. By End-User
    • 7.2.3. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Entertainment 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 Product
        • 7.3.1.2.2. By End-User
    • 7.3.2. France Entertainment 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 Product
        • 7.3.2.2.2. By End-User
    • 7.3.3. United Kingdom Entertainment 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 Product
        • 7.3.3.2.2. By End-User
    • 7.3.4. Italy Entertainment 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 Product
        • 7.3.4.2.2. By End-User
    • 7.3.5. Spain Entertainment 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 Product
        • 7.3.5.2.2. By End-User

8. Asia Pacific Entertainment Robots Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Product
    • 8.2.2. By End-User
    • 8.2.3. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Entertainment 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 Product
        • 8.3.1.2.2. By End-User
    • 8.3.2. India Entertainment 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 Product
        • 8.3.2.2.2. By End-User
    • 8.3.3. Japan Entertainment 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 Product
        • 8.3.3.2.2. By End-User
    • 8.3.4. South Korea Entertainment 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 Product
        • 8.3.4.2.2. By End-User
    • 8.3.5. Australia Entertainment 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 Product
        • 8.3.5.2.2. By End-User

9. Middle East & Africa Entertainment Robots Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Product
    • 9.2.2. By End-User
    • 9.2.3. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Entertainment 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 Product
        • 9.3.1.2.2. By End-User
    • 9.3.2. UAE Entertainment 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 Product
        • 9.3.2.2.2. By End-User
    • 9.3.3. South Africa Entertainment 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 Product
        • 9.3.3.2.2. By End-User

10. South America Entertainment Robots Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Product
    • 10.2.2. By End-User
    • 10.2.3. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Entertainment 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 Product
        • 10.3.1.2.2. By End-User
    • 10.3.2. Colombia Entertainment 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 Product
        • 10.3.2.2.2. By End-User
    • 10.3.3. Argentina Entertainment 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 Product
        • 10.3.3.2.2. 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 Entertainment 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. Hasbro 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. Sony Corporation
  • 15.3. WowWee Group Limited
  • 15.4. Blue Ocean Robotics
  • 15.5. Innovation First International, Inc
  • 15.6. Sphero, Inc.
  • 15.7. Robobuilder Co., Ltd.
  • 15.8. Fischertechnik GmbH

16. Strategic Recommendations

17. About Us & Disclaimer