Entertainment Robots Comprehensive Study by Type (Robot Toys, Educational Robots, Robotic Companion Pets, Others), Application (Movies, Band performances, Dance performances, Video games, Live performances, Robot competitions), Component (Software, Hardware), End user (Gaming & Entertainment, Athletic Sports, Film and Television, Other) Players and Region - Global Market Outlook to 2028

Entertainment Robots Market by XX Submarkets | Forecast Years 2023-2028  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
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.

Report Objectives / Segmentation Covered

By Type
  • Robot Toys
  • Educational Robots
  • Robotic Companion Pets
  • Others
By Application
  • Movies
  • Band performances
  • Dance performances
  • Video games
  • Live performances
  • Robot competitions
By Component
  • Software
  • Hardware

By End user
  • Gaming & Entertainment
  • Athletic Sports
  • Film and Television
  • Other

By Regions
  • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Latest Technological Advancements
      • 3.2.2. Entertainment Industry Continuously Looks to Adopt Automation in this Industry
    • 3.3. Market Challenges
      • 3.3.1. Other Alternative Entertainment Medium Available in the Market
      • 3.3.2. Lack of Skilled Labour is Further Impeding the Demand
    • 3.4. Market Trends
      • 3.4.1. Development of Humanoid Robots
      • 3.4.2. Increase in R&D Activities
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Entertainment Robots, by Type, Application, Component, End user and Region (value and price ) (2017-2022)
    • 5.1. Introduction
    • 5.2. Global Entertainment Robots (Value)
      • 5.2.1. Global Entertainment Robots by: Type (Value)
        • 5.2.1.1. Robot Toys
        • 5.2.1.2. Educational Robots
        • 5.2.1.3. Robotic Companion Pets
        • 5.2.1.4. Others
      • 5.2.2. Global Entertainment Robots by: Application (Value)
        • 5.2.2.1. Movies
        • 5.2.2.2. Band performances
        • 5.2.2.3. Dance performances
        • 5.2.2.4. Video games
        • 5.2.2.5. Live performances
        • 5.2.2.6. Robot competitions
      • 5.2.3. Global Entertainment Robots by: Component (Value)
        • 5.2.3.1. Software
        • 5.2.3.2. Hardware
      • 5.2.4. Global Entertainment Robots by: End user (Value)
        • 5.2.4.1. Gaming & Entertainment
        • 5.2.4.2. Athletic Sports
        • 5.2.4.3. Film and Television
        • 5.2.4.4. Other
      • 5.2.5. Global Entertainment Robots Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
    • 5.3. Global Entertainment Robots (Price)
      • 5.3.1. Global Entertainment Robots by: Type (Price)
  • 6. Entertainment Robots: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2022)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Aldebaran Robotics (Japan)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. Blu Frog Robotics (France)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Hasbro, Inc. (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Mattel, Inc. (United States)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Robo Builder (South Korea)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Robotics Inc. (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Sony Corporation (Japan)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Sphero, Inc. (Hong Kong)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Modular Robotics (United States)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Toshiba Machine Co. Ltd (Japan)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
      • 6.4.11. WowWee Group Limited. (Hong Kong)
        • 6.4.11.1. Business Overview
        • 6.4.11.2. Products/Services Offerings
        • 6.4.11.3. Financial Analysis
        • 6.4.11.4. SWOT Analysis
      • 6.4.12. The Lego Group (Denamark)
        • 6.4.12.1. Business Overview
        • 6.4.12.2. Products/Services Offerings
        • 6.4.12.3. Financial Analysis
        • 6.4.12.4. SWOT Analysis
  • 7. Global Entertainment Robots Sale, by Type, Application, Component, End user and Region (value and price ) (2023-2028)
    • 7.1. Introduction
    • 7.2. Global Entertainment Robots (Value)
      • 7.2.1. Global Entertainment Robots by: Type (Value)
        • 7.2.1.1. Robot Toys
        • 7.2.1.2. Educational Robots
        • 7.2.1.3. Robotic Companion Pets
        • 7.2.1.4. Others
      • 7.2.2. Global Entertainment Robots by: Application (Value)
        • 7.2.2.1. Movies
        • 7.2.2.2. Band performances
        • 7.2.2.3. Dance performances
        • 7.2.2.4. Video games
        • 7.2.2.5. Live performances
        • 7.2.2.6. Robot competitions
      • 7.2.3. Global Entertainment Robots by: Component (Value)
        • 7.2.3.1. Software
        • 7.2.3.2. Hardware
      • 7.2.4. Global Entertainment Robots by: End user (Value)
        • 7.2.4.1. Gaming & Entertainment
        • 7.2.4.2. Athletic Sports
        • 7.2.4.3. Film and Television
        • 7.2.4.4. Other
      • 7.2.5. Global Entertainment Robots Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
    • 7.3. Global Entertainment Robots (Price)
      • 7.3.1. Global Entertainment Robots by: Type (Price)
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Entertainment Robots: by Type(USD Million)
  • Table 2. Entertainment Robots Robot Toys , by Region USD Million (2017-2022)
  • Table 3. Entertainment Robots Educational Robots , by Region USD Million (2017-2022)
  • Table 4. Entertainment Robots Robotic Companion Pets , by Region USD Million (2017-2022)
  • Table 5. Entertainment Robots Others , by Region USD Million (2017-2022)
  • Table 6. Entertainment Robots: by Application(USD Million)
  • Table 7. Entertainment Robots Movies , by Region USD Million (2017-2022)
  • Table 8. Entertainment Robots Band performances , by Region USD Million (2017-2022)
  • Table 9. Entertainment Robots Dance performances , by Region USD Million (2017-2022)
  • Table 10. Entertainment Robots Video games , by Region USD Million (2017-2022)
  • Table 11. Entertainment Robots Live performances , by Region USD Million (2017-2022)
  • Table 12. Entertainment Robots Robot competitions , by Region USD Million (2017-2022)
  • Table 13. Entertainment Robots: by Component(USD Million)
  • Table 14. Entertainment Robots Software , by Region USD Million (2017-2022)
  • Table 15. Entertainment Robots Hardware , by Region USD Million (2017-2022)
  • Table 16. Entertainment Robots: by End user(USD Million)
  • Table 17. Entertainment Robots Gaming & Entertainment , by Region USD Million (2017-2022)
  • Table 18. Entertainment Robots Athletic Sports , by Region USD Million (2017-2022)
  • Table 19. Entertainment Robots Film and Television , by Region USD Million (2017-2022)
  • Table 20. Entertainment Robots Other , by Region USD Million (2017-2022)
  • Table 21. South America Entertainment Robots, by Country USD Million (2017-2022)
  • Table 22. South America Entertainment Robots, by Type USD Million (2017-2022)
  • Table 23. South America Entertainment Robots, by Application USD Million (2017-2022)
  • Table 24. South America Entertainment Robots, by Component USD Million (2017-2022)
  • Table 25. South America Entertainment Robots, by End user USD Million (2017-2022)
  • Table 26. Brazil Entertainment Robots, by Type USD Million (2017-2022)
  • Table 27. Brazil Entertainment Robots, by Application USD Million (2017-2022)
  • Table 28. Brazil Entertainment Robots, by Component USD Million (2017-2022)
  • Table 29. Brazil Entertainment Robots, by End user USD Million (2017-2022)
  • Table 30. Argentina Entertainment Robots, by Type USD Million (2017-2022)
  • Table 31. Argentina Entertainment Robots, by Application USD Million (2017-2022)
  • Table 32. Argentina Entertainment Robots, by Component USD Million (2017-2022)
  • Table 33. Argentina Entertainment Robots, by End user USD Million (2017-2022)
  • Table 34. Rest of South America Entertainment Robots, by Type USD Million (2017-2022)
  • Table 35. Rest of South America Entertainment Robots, by Application USD Million (2017-2022)
  • Table 36. Rest of South America Entertainment Robots, by Component USD Million (2017-2022)
  • Table 37. Rest of South America Entertainment Robots, by End user USD Million (2017-2022)
  • Table 38. Asia Pacific Entertainment Robots, by Country USD Million (2017-2022)
  • Table 39. Asia Pacific Entertainment Robots, by Type USD Million (2017-2022)
  • Table 40. Asia Pacific Entertainment Robots, by Application USD Million (2017-2022)
  • Table 41. Asia Pacific Entertainment Robots, by Component USD Million (2017-2022)
  • Table 42. Asia Pacific Entertainment Robots, by End user USD Million (2017-2022)
  • Table 43. China Entertainment Robots, by Type USD Million (2017-2022)
  • Table 44. China Entertainment Robots, by Application USD Million (2017-2022)
  • Table 45. China Entertainment Robots, by Component USD Million (2017-2022)
  • Table 46. China Entertainment Robots, by End user USD Million (2017-2022)
  • Table 47. Japan Entertainment Robots, by Type USD Million (2017-2022)
  • Table 48. Japan Entertainment Robots, by Application USD Million (2017-2022)
  • Table 49. Japan Entertainment Robots, by Component USD Million (2017-2022)
  • Table 50. Japan Entertainment Robots, by End user USD Million (2017-2022)
  • Table 51. India Entertainment Robots, by Type USD Million (2017-2022)
  • Table 52. India Entertainment Robots, by Application USD Million (2017-2022)
  • Table 53. India Entertainment Robots, by Component USD Million (2017-2022)
  • Table 54. India Entertainment Robots, by End user USD Million (2017-2022)
  • Table 55. South Korea Entertainment Robots, by Type USD Million (2017-2022)
  • Table 56. South Korea Entertainment Robots, by Application USD Million (2017-2022)
  • Table 57. South Korea Entertainment Robots, by Component USD Million (2017-2022)
  • Table 58. South Korea Entertainment Robots, by End user USD Million (2017-2022)
  • Table 59. Taiwan Entertainment Robots, by Type USD Million (2017-2022)
  • Table 60. Taiwan Entertainment Robots, by Application USD Million (2017-2022)
  • Table 61. Taiwan Entertainment Robots, by Component USD Million (2017-2022)
  • Table 62. Taiwan Entertainment Robots, by End user USD Million (2017-2022)
  • Table 63. Australia Entertainment Robots, by Type USD Million (2017-2022)
  • Table 64. Australia Entertainment Robots, by Application USD Million (2017-2022)
  • Table 65. Australia Entertainment Robots, by Component USD Million (2017-2022)
  • Table 66. Australia Entertainment Robots, by End user USD Million (2017-2022)
  • Table 67. Rest of Asia-Pacific Entertainment Robots, by Type USD Million (2017-2022)
  • Table 68. Rest of Asia-Pacific Entertainment Robots, by Application USD Million (2017-2022)
  • Table 69. Rest of Asia-Pacific Entertainment Robots, by Component USD Million (2017-2022)
  • Table 70. Rest of Asia-Pacific Entertainment Robots, by End user USD Million (2017-2022)
  • Table 71. Europe Entertainment Robots, by Country USD Million (2017-2022)
  • Table 72. Europe Entertainment Robots, by Type USD Million (2017-2022)
  • Table 73. Europe Entertainment Robots, by Application USD Million (2017-2022)
  • Table 74. Europe Entertainment Robots, by Component USD Million (2017-2022)
  • Table 75. Europe Entertainment Robots, by End user USD Million (2017-2022)
  • Table 76. Germany Entertainment Robots, by Type USD Million (2017-2022)
  • Table 77. Germany Entertainment Robots, by Application USD Million (2017-2022)
  • Table 78. Germany Entertainment Robots, by Component USD Million (2017-2022)
  • Table 79. Germany Entertainment Robots, by End user USD Million (2017-2022)
  • Table 80. France Entertainment Robots, by Type USD Million (2017-2022)
  • Table 81. France Entertainment Robots, by Application USD Million (2017-2022)
  • Table 82. France Entertainment Robots, by Component USD Million (2017-2022)
  • Table 83. France Entertainment Robots, by End user USD Million (2017-2022)
  • Table 84. Italy Entertainment Robots, by Type USD Million (2017-2022)
  • Table 85. Italy Entertainment Robots, by Application USD Million (2017-2022)
  • Table 86. Italy Entertainment Robots, by Component USD Million (2017-2022)
  • Table 87. Italy Entertainment Robots, by End user USD Million (2017-2022)
  • Table 88. United Kingdom Entertainment Robots, by Type USD Million (2017-2022)
  • Table 89. United Kingdom Entertainment Robots, by Application USD Million (2017-2022)
  • Table 90. United Kingdom Entertainment Robots, by Component USD Million (2017-2022)
  • Table 91. United Kingdom Entertainment Robots, by End user USD Million (2017-2022)
  • Table 92. Netherlands Entertainment Robots, by Type USD Million (2017-2022)
  • Table 93. Netherlands Entertainment Robots, by Application USD Million (2017-2022)
  • Table 94. Netherlands Entertainment Robots, by Component USD Million (2017-2022)
  • Table 95. Netherlands Entertainment Robots, by End user USD Million (2017-2022)
  • Table 96. Rest of Europe Entertainment Robots, by Type USD Million (2017-2022)
  • Table 97. Rest of Europe Entertainment Robots, by Application USD Million (2017-2022)
  • Table 98. Rest of Europe Entertainment Robots, by Component USD Million (2017-2022)
  • Table 99. Rest of Europe Entertainment Robots, by End user USD Million (2017-2022)
  • Table 100. MEA Entertainment Robots, by Country USD Million (2017-2022)
  • Table 101. MEA Entertainment Robots, by Type USD Million (2017-2022)
  • Table 102. MEA Entertainment Robots, by Application USD Million (2017-2022)
  • Table 103. MEA Entertainment Robots, by Component USD Million (2017-2022)
  • Table 104. MEA Entertainment Robots, by End user USD Million (2017-2022)
  • Table 105. Middle East Entertainment Robots, by Type USD Million (2017-2022)
  • Table 106. Middle East Entertainment Robots, by Application USD Million (2017-2022)
  • Table 107. Middle East Entertainment Robots, by Component USD Million (2017-2022)
  • Table 108. Middle East Entertainment Robots, by End user USD Million (2017-2022)
  • Table 109. Africa Entertainment Robots, by Type USD Million (2017-2022)
  • Table 110. Africa Entertainment Robots, by Application USD Million (2017-2022)
  • Table 111. Africa Entertainment Robots, by Component USD Million (2017-2022)
  • Table 112. Africa Entertainment Robots, by End user USD Million (2017-2022)
  • Table 113. North America Entertainment Robots, by Country USD Million (2017-2022)
  • Table 114. North America Entertainment Robots, by Type USD Million (2017-2022)
  • Table 115. North America Entertainment Robots, by Application USD Million (2017-2022)
  • Table 116. North America Entertainment Robots, by Component USD Million (2017-2022)
  • Table 117. North America Entertainment Robots, by End user USD Million (2017-2022)
  • Table 118. United States Entertainment Robots, by Type USD Million (2017-2022)
  • Table 119. United States Entertainment Robots, by Application USD Million (2017-2022)
  • Table 120. United States Entertainment Robots, by Component USD Million (2017-2022)
  • Table 121. United States Entertainment Robots, by End user USD Million (2017-2022)
  • Table 122. Canada Entertainment Robots, by Type USD Million (2017-2022)
  • Table 123. Canada Entertainment Robots, by Application USD Million (2017-2022)
  • Table 124. Canada Entertainment Robots, by Component USD Million (2017-2022)
  • Table 125. Canada Entertainment Robots, by End user USD Million (2017-2022)
  • Table 126. Mexico Entertainment Robots, by Type USD Million (2017-2022)
  • Table 127. Mexico Entertainment Robots, by Application USD Million (2017-2022)
  • Table 128. Mexico Entertainment Robots, by Component USD Million (2017-2022)
  • Table 129. Mexico Entertainment Robots, by End user USD Million (2017-2022)
  • Table 130. Entertainment Robots: by Type(USD/Units)
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Company Basic Information, Sales Area and Its Competitors
  • Table 135. Company Basic Information, Sales Area and Its Competitors
  • Table 136. Company Basic Information, Sales Area and Its Competitors
  • Table 137. Company Basic Information, Sales Area and Its Competitors
  • Table 138. Company Basic Information, Sales Area and Its Competitors
  • Table 139. Company Basic Information, Sales Area and Its Competitors
  • Table 140. Company Basic Information, Sales Area and Its Competitors
  • Table 141. Company Basic Information, Sales Area and Its Competitors
  • Table 142. Company Basic Information, Sales Area and Its Competitors
  • Table 143. Entertainment Robots: by Type(USD Million)
  • Table 144. Entertainment Robots Robot Toys , by Region USD Million (2023-2028)
  • Table 145. Entertainment Robots Educational Robots , by Region USD Million (2023-2028)
  • Table 146. Entertainment Robots Robotic Companion Pets , by Region USD Million (2023-2028)
  • Table 147. Entertainment Robots Others , by Region USD Million (2023-2028)
  • Table 148. Entertainment Robots: by Application(USD Million)
  • Table 149. Entertainment Robots Movies , by Region USD Million (2023-2028)
  • Table 150. Entertainment Robots Band performances , by Region USD Million (2023-2028)
  • Table 151. Entertainment Robots Dance performances , by Region USD Million (2023-2028)
  • Table 152. Entertainment Robots Video games , by Region USD Million (2023-2028)
  • Table 153. Entertainment Robots Live performances , by Region USD Million (2023-2028)
  • Table 154. Entertainment Robots Robot competitions , by Region USD Million (2023-2028)
  • Table 155. Entertainment Robots: by Component(USD Million)
  • Table 156. Entertainment Robots Software , by Region USD Million (2023-2028)
  • Table 157. Entertainment Robots Hardware , by Region USD Million (2023-2028)
  • Table 158. Entertainment Robots: by End user(USD Million)
  • Table 159. Entertainment Robots Gaming & Entertainment , by Region USD Million (2023-2028)
  • Table 160. Entertainment Robots Athletic Sports , by Region USD Million (2023-2028)
  • Table 161. Entertainment Robots Film and Television , by Region USD Million (2023-2028)
  • Table 162. Entertainment Robots Other , by Region USD Million (2023-2028)
  • Table 163. South America Entertainment Robots, by Country USD Million (2023-2028)
  • Table 164. South America Entertainment Robots, by Type USD Million (2023-2028)
  • Table 165. South America Entertainment Robots, by Application USD Million (2023-2028)
  • Table 166. South America Entertainment Robots, by Component USD Million (2023-2028)
  • Table 167. South America Entertainment Robots, by End user USD Million (2023-2028)
  • Table 168. Brazil Entertainment Robots, by Type USD Million (2023-2028)
  • Table 169. Brazil Entertainment Robots, by Application USD Million (2023-2028)
  • Table 170. Brazil Entertainment Robots, by Component USD Million (2023-2028)
  • Table 171. Brazil Entertainment Robots, by End user USD Million (2023-2028)
  • Table 172. Argentina Entertainment Robots, by Type USD Million (2023-2028)
  • Table 173. Argentina Entertainment Robots, by Application USD Million (2023-2028)
  • Table 174. Argentina Entertainment Robots, by Component USD Million (2023-2028)
  • Table 175. Argentina Entertainment Robots, by End user USD Million (2023-2028)
  • Table 176. Rest of South America Entertainment Robots, by Type USD Million (2023-2028)
  • Table 177. Rest of South America Entertainment Robots, by Application USD Million (2023-2028)
  • Table 178. Rest of South America Entertainment Robots, by Component USD Million (2023-2028)
  • Table 179. Rest of South America Entertainment Robots, by End user USD Million (2023-2028)
  • Table 180. Asia Pacific Entertainment Robots, by Country USD Million (2023-2028)
  • Table 181. Asia Pacific Entertainment Robots, by Type USD Million (2023-2028)
  • Table 182. Asia Pacific Entertainment Robots, by Application USD Million (2023-2028)
  • Table 183. Asia Pacific Entertainment Robots, by Component USD Million (2023-2028)
  • Table 184. Asia Pacific Entertainment Robots, by End user USD Million (2023-2028)
  • Table 185. China Entertainment Robots, by Type USD Million (2023-2028)
  • Table 186. China Entertainment Robots, by Application USD Million (2023-2028)
  • Table 187. China Entertainment Robots, by Component USD Million (2023-2028)
  • Table 188. China Entertainment Robots, by End user USD Million (2023-2028)
  • Table 189. Japan Entertainment Robots, by Type USD Million (2023-2028)
  • Table 190. Japan Entertainment Robots, by Application USD Million (2023-2028)
  • Table 191. Japan Entertainment Robots, by Component USD Million (2023-2028)
  • Table 192. Japan Entertainment Robots, by End user USD Million (2023-2028)
  • Table 193. India Entertainment Robots, by Type USD Million (2023-2028)
  • Table 194. India Entertainment Robots, by Application USD Million (2023-2028)
  • Table 195. India Entertainment Robots, by Component USD Million (2023-2028)
  • Table 196. India Entertainment Robots, by End user USD Million (2023-2028)
  • Table 197. South Korea Entertainment Robots, by Type USD Million (2023-2028)
  • Table 198. South Korea Entertainment Robots, by Application USD Million (2023-2028)
  • Table 199. South Korea Entertainment Robots, by Component USD Million (2023-2028)
  • Table 200. South Korea Entertainment Robots, by End user USD Million (2023-2028)
  • Table 201. Taiwan Entertainment Robots, by Type USD Million (2023-2028)
  • Table 202. Taiwan Entertainment Robots, by Application USD Million (2023-2028)
  • Table 203. Taiwan Entertainment Robots, by Component USD Million (2023-2028)
  • Table 204. Taiwan Entertainment Robots, by End user USD Million (2023-2028)
  • Table 205. Australia Entertainment Robots, by Type USD Million (2023-2028)
  • Table 206. Australia Entertainment Robots, by Application USD Million (2023-2028)
  • Table 207. Australia Entertainment Robots, by Component USD Million (2023-2028)
  • Table 208. Australia Entertainment Robots, by End user USD Million (2023-2028)
  • Table 209. Rest of Asia-Pacific Entertainment Robots, by Type USD Million (2023-2028)
  • Table 210. Rest of Asia-Pacific Entertainment Robots, by Application USD Million (2023-2028)
  • Table 211. Rest of Asia-Pacific Entertainment Robots, by Component USD Million (2023-2028)
  • Table 212. Rest of Asia-Pacific Entertainment Robots, by End user USD Million (2023-2028)
  • Table 213. Europe Entertainment Robots, by Country USD Million (2023-2028)
  • Table 214. Europe Entertainment Robots, by Type USD Million (2023-2028)
  • Table 215. Europe Entertainment Robots, by Application USD Million (2023-2028)
  • Table 216. Europe Entertainment Robots, by Component USD Million (2023-2028)
  • Table 217. Europe Entertainment Robots, by End user USD Million (2023-2028)
  • Table 218. Germany Entertainment Robots, by Type USD Million (2023-2028)
  • Table 219. Germany Entertainment Robots, by Application USD Million (2023-2028)
  • Table 220. Germany Entertainment Robots, by Component USD Million (2023-2028)
  • Table 221. Germany Entertainment Robots, by End user USD Million (2023-2028)
  • Table 222. France Entertainment Robots, by Type USD Million (2023-2028)
  • Table 223. France Entertainment Robots, by Application USD Million (2023-2028)
  • Table 224. France Entertainment Robots, by Component USD Million (2023-2028)
  • Table 225. France Entertainment Robots, by End user USD Million (2023-2028)
  • Table 226. Italy Entertainment Robots, by Type USD Million (2023-2028)
  • Table 227. Italy Entertainment Robots, by Application USD Million (2023-2028)
  • Table 228. Italy Entertainment Robots, by Component USD Million (2023-2028)
  • Table 229. Italy Entertainment Robots, by End user USD Million (2023-2028)
  • Table 230. United Kingdom Entertainment Robots, by Type USD Million (2023-2028)
  • Table 231. United Kingdom Entertainment Robots, by Application USD Million (2023-2028)
  • Table 232. United Kingdom Entertainment Robots, by Component USD Million (2023-2028)
  • Table 233. United Kingdom Entertainment Robots, by End user USD Million (2023-2028)
  • Table 234. Netherlands Entertainment Robots, by Type USD Million (2023-2028)
  • Table 235. Netherlands Entertainment Robots, by Application USD Million (2023-2028)
  • Table 236. Netherlands Entertainment Robots, by Component USD Million (2023-2028)
  • Table 237. Netherlands Entertainment Robots, by End user USD Million (2023-2028)
  • Table 238. Rest of Europe Entertainment Robots, by Type USD Million (2023-2028)
  • Table 239. Rest of Europe Entertainment Robots, by Application USD Million (2023-2028)
  • Table 240. Rest of Europe Entertainment Robots, by Component USD Million (2023-2028)
  • Table 241. Rest of Europe Entertainment Robots, by End user USD Million (2023-2028)
  • Table 242. MEA Entertainment Robots, by Country USD Million (2023-2028)
  • Table 243. MEA Entertainment Robots, by Type USD Million (2023-2028)
  • Table 244. MEA Entertainment Robots, by Application USD Million (2023-2028)
  • Table 245. MEA Entertainment Robots, by Component USD Million (2023-2028)
  • Table 246. MEA Entertainment Robots, by End user USD Million (2023-2028)
  • Table 247. Middle East Entertainment Robots, by Type USD Million (2023-2028)
  • Table 248. Middle East Entertainment Robots, by Application USD Million (2023-2028)
  • Table 249. Middle East Entertainment Robots, by Component USD Million (2023-2028)
  • Table 250. Middle East Entertainment Robots, by End user USD Million (2023-2028)
  • Table 251. Africa Entertainment Robots, by Type USD Million (2023-2028)
  • Table 252. Africa Entertainment Robots, by Application USD Million (2023-2028)
  • Table 253. Africa Entertainment Robots, by Component USD Million (2023-2028)
  • Table 254. Africa Entertainment Robots, by End user USD Million (2023-2028)
  • Table 255. North America Entertainment Robots, by Country USD Million (2023-2028)
  • Table 256. North America Entertainment Robots, by Type USD Million (2023-2028)
  • Table 257. North America Entertainment Robots, by Application USD Million (2023-2028)
  • Table 258. North America Entertainment Robots, by Component USD Million (2023-2028)
  • Table 259. North America Entertainment Robots, by End user USD Million (2023-2028)
  • Table 260. United States Entertainment Robots, by Type USD Million (2023-2028)
  • Table 261. United States Entertainment Robots, by Application USD Million (2023-2028)
  • Table 262. United States Entertainment Robots, by Component USD Million (2023-2028)
  • Table 263. United States Entertainment Robots, by End user USD Million (2023-2028)
  • Table 264. Canada Entertainment Robots, by Type USD Million (2023-2028)
  • Table 265. Canada Entertainment Robots, by Application USD Million (2023-2028)
  • Table 266. Canada Entertainment Robots, by Component USD Million (2023-2028)
  • Table 267. Canada Entertainment Robots, by End user USD Million (2023-2028)
  • Table 268. Mexico Entertainment Robots, by Type USD Million (2023-2028)
  • Table 269. Mexico Entertainment Robots, by Application USD Million (2023-2028)
  • Table 270. Mexico Entertainment Robots, by Component USD Million (2023-2028)
  • Table 271. Mexico Entertainment Robots, by End user USD Million (2023-2028)
  • Table 272. Entertainment Robots: by Type(USD/Units)
  • Table 273. Research Programs/Design for This Report
  • Table 274. Key Data Information from Secondary Sources
  • Table 275. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Entertainment Robots: by Type USD Million (2017-2022)
  • Figure 5. Global Entertainment Robots: by Application USD Million (2017-2022)
  • Figure 6. Global Entertainment Robots: by Component USD Million (2017-2022)
  • Figure 7. Global Entertainment Robots: by End user USD Million (2017-2022)
  • Figure 8. South America Entertainment Robots Share (%), by Country
  • Figure 9. Asia Pacific Entertainment Robots Share (%), by Country
  • Figure 10. Europe Entertainment Robots Share (%), by Country
  • Figure 11. MEA Entertainment Robots Share (%), by Country
  • Figure 12. North America Entertainment Robots Share (%), by Country
  • Figure 13. Global Entertainment Robots: by Type USD/Units (2017-2022)
  • Figure 14. Global Entertainment Robots share by Players 2022 (%)
  • Figure 15. Global Entertainment Robots share by Players (Top 3) 2022(%)
  • Figure 16. Global Entertainment Robots share by Players (Top 5) 2022(%)
  • Figure 17. BCG Matrix for key Companies
  • Figure 18. Aldebaran Robotics (Japan) Revenue, Net Income and Gross profit
  • Figure 19. Aldebaran Robotics (Japan) Revenue: by Geography 2022
  • Figure 20. Blu Frog Robotics (France) Revenue, Net Income and Gross profit
  • Figure 21. Blu Frog Robotics (France) Revenue: by Geography 2022
  • Figure 22. Hasbro, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 23. Hasbro, Inc. (United States) Revenue: by Geography 2022
  • Figure 24. Mattel, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 25. Mattel, Inc. (United States) Revenue: by Geography 2022
  • Figure 26. Robo Builder (South Korea) Revenue, Net Income and Gross profit
  • Figure 27. Robo Builder (South Korea) Revenue: by Geography 2022
  • Figure 28. Robotics Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 29. Robotics Inc. (United States) Revenue: by Geography 2022
  • Figure 30. Sony Corporation (Japan) Revenue, Net Income and Gross profit
  • Figure 31. Sony Corporation (Japan) Revenue: by Geography 2022
  • Figure 32. Sphero, Inc. (Hong Kong) Revenue, Net Income and Gross profit
  • Figure 33. Sphero, Inc. (Hong Kong) Revenue: by Geography 2022
  • Figure 34. Modular Robotics (United States) Revenue, Net Income and Gross profit
  • Figure 35. Modular Robotics (United States) Revenue: by Geography 2022
  • Figure 36. Toshiba Machine Co. Ltd (Japan) Revenue, Net Income and Gross profit
  • Figure 37. Toshiba Machine Co. Ltd (Japan) Revenue: by Geography 2022
  • Figure 38. WowWee Group Limited. (Hong Kong) Revenue, Net Income and Gross profit
  • Figure 39. WowWee Group Limited. (Hong Kong) Revenue: by Geography 2022
  • Figure 40. The Lego Group (Denamark) Revenue, Net Income and Gross profit
  • Figure 41. The Lego Group (Denamark) Revenue: by Geography 2022
  • Figure 42. Global Entertainment Robots: by Type USD Million (2023-2028)
  • Figure 43. Global Entertainment Robots: by Application USD Million (2023-2028)
  • Figure 44. Global Entertainment Robots: by Component USD Million (2023-2028)
  • Figure 45. Global Entertainment Robots: by End user USD Million (2023-2028)
  • Figure 46. South America Entertainment Robots Share (%), by Country
  • Figure 47. Asia Pacific Entertainment Robots Share (%), by Country
  • Figure 48. Europe Entertainment Robots Share (%), by Country
  • Figure 49. MEA Entertainment Robots Share (%), by Country
  • Figure 50. North America Entertainment Robots Share (%), by Country
  • Figure 51. Global Entertainment Robots: by Type USD/Units (2023-2028)
List of companies from research coverage that are profiled in the study
  • 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)
  • The Lego Group (Denamark)
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Jun 2023 228 Pages 54 Tables Base Year: 2022 Coverage: 15+ Companies; 18 Countries

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