Entertainment Robots Market Scope
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
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
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) are some of the key players that are part of study coverage.
Segmentation Overview
The study have segmented the market of Global Entertainment Robots market by Type (Robot Toys, Educational Robots, Robotic Companion Pets and Others), by Application (Movies, Band performances, Dance performances, Video games, Live performances and Robot competitions) and Region with country level break-up.
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).
Influencing Trend:
Development of Humanoid Robots and Increase in R&D Activities
Market Growth Drivers:
Latest Technological Advancements and Entertainment Industry Continuously Looks to Adopt Automation in this Industry
Challenges:
Other Alternative Entertainment Medium Available in the Market and Lack of Skilled Labour is Further Impeding the Demand
Restraints:
Needs High Initial Investment
Opportunities:
Emerging Demand from Economies
Market Leaders and their Expansionary Development Strategies
On 30th December 2019, Hasbro, Inc. and Entertainment One Ltd. (eOne) has announced that they have entered into a definitive agreement under which Hasbro will acquire eOne in an all-cash transaction valued at approximately USD4.0 billion. and On 25th September 2019, Mattel, Inc. has announced the global unveil of Creatable World™, a customizable doll line offering endless combinations all in one box.
Toymaker Hasbro and scientists at Brown University have received a three-year, USD 1 million grant from the National Science Foundation to find ways to add artificial intelligence to Hasbro’s ‘‘Joy for All’’ robotic cat. The cat, which has been on the market for two years, is aimed at seniors and meant to act as a ‘‘companion”
Key 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
About Approach
The research aims to propose a patent-based approach in searching for potential technology partners as a supporting tool for enabling open innovation. The study also proposes a systematic searching process of technology partners as a
preliminary step to select the emerging and key players that are involved in implementing market estimations. While patent analysis is employed to overcome the aforementioned data- and process-related limitations, as expenses occurred in that technology allows us to estimate the market size by evolving segments as target market from the total available market.