Global Entertainment Robots Market Overview:
Entertainment robots are using in the commercial & entertainment venues for recreational purpose along with the help of robots. The entertainment robots market basically comes under the market of personal robotics. The entertainment robots have now gained a lot of attention over recent years in the commercial market. These robots are normally in the form of toys which include drones and remote-controlled cars. This kind of robots is equipped with the microphones and cameras to recognize the voice, keep away the obstacles, and for face identification. These entertainment robots are basically deployed to interact with the people on live events. The global market of entertainment robots is driving by the fact that the entertainment industry continuously looks for adopting the automation in this industry Some of the key players profiled in the study are Aldebaran Robotics (Japan), Blu Frog Robotics (France), Hasbro, Inc. (United States), Mattel, Inc. (United States), Robo Builder (South Korea), Robotics Inc. (United States), Sony Corporation (Japan), Sphero, Inc. (Hong Kong), Modular Robotics (United States), Toshiba Machine Co. Ltd (Japan), WowWee Group Limited. (Hong Kong) and The Lego Group (Denamark).
On the basis of geography, the market of Entertainment Robots has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). If we see Market by Component, the sub-segment i.e. Software will boost the Entertainment Robots market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth. If we see Market by End user, the sub-segment i.e. Gaming & Entertainment will boost the Entertainment Robots market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Latest Technological Advancements
- Entertainment Industry Continuously Looks to Adopt Automation in this Industry
- Development of Humanoid Robots
- Increase in R&D Activities
- Needs High Initial Investment
- Emerging Demand from Economies
- Other Alternative Entertainment Medium Available in the Market
- Lack of Skilled Labour is Further Impeding the Demand
Major Market Developments:
The market is fragmented by key vendors who are focusing on production technologies, improving efficiency and shelf life. Growth opportunities can be captured by tracking the ongoing process improvement and financial flexibility to invest in optimal strategies
Target Audience:Entertainment Robots Industry Investors, Entertainment Robots Providers/Vendors, Research Professionals, Emerging Companies, Raw Material Suppliers/ Buyers, Product Suppliers/ Buyers, Research Institutes, Original Equipment Manufacturer, Component Supplier, Distributors, Government Body & Associations and End-user
Major Objectives Focused through this Study To define, describe, and forecast the Global Entertainment Robots market on the basis of product [Robot Toys, Educational Robots, Robotic Companion Pets and Others] , application [Movies, Band performances, Dance performances, Video games, Live performances and Robot competitions], key regions and end user
To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
To provide market size for various segments of the Entertainment Robots market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
To strategically profile the key players and analyzing their market shares and core competencies in the Entertainment Robots industry
To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market
Available Customization: Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Players which are also part of the research are .
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Entertainment Robots market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. Top-down and bottom-up approaches have been used to determine the overall market size. Sizes of the other individual markets have been estimated using the percentage splits obtained through secondary sources such as Hoovers, Bloomberg BusinessWeek, and Dow Jones (Factiva), along with primary respondents. The complete methodology includes the study of the annual and financial reports of the key market players and extensive interviews with industry experts such as CEOs, VPs, directors, and marketing executives for key insights (both qualitative and quantitative) related to the market.