封面
市场调查报告书
商品编码
1557389

娱乐机器人市场:2024-2029 年预测

Entertainment Robot Market - Forecasts from 2024 to 2029

出版日期: | 出版商: Knowledge Sourcing Intelligence | 英文 112 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

预计2024年娱乐机器人市场规模约59.33亿美元,预计2029年将达到149.76亿美元,复合年增长率为20.34%。

娱乐机器人是一种专门为家庭或生产用途设计的机器人。它们有时被开发为宠物替代机器人,有时被开发为用于演示、展览和娱乐目的的人形机器人。这些机器人嵌入了各种感测器系统,例如动作感测器系统和视觉感测器系统。

由于自主玩具的持续采用和政府政策的加强,该行业可能在未来几年显着增长。在全球范围内,多个国家推出了各种政策和计画来发展机器人产业。这些政策,例如补贴计划,支持开展新研发的新兴企业。在印度,各种新兴企业已透过印度投资计划和 PLI 计划引入市场,以开发新技术并与国际製造商合作。

娱乐机器人市场面临的主要挑战是一些特定国家的价格上涨和技术依赖。娱乐机器人的开发和製造需要各种零件和产品,例如软体、晶片组、关节和皮肤材料。製造商无法自行生产所有零件,必须依赖其他公司或国家。不断变化的全球格局可能会扰乱这些原材料的供应链、延迟製造流程并增加机器人的成本。

软体、硬体等机器人技术相关风险可能成为拓展全球娱乐机器人市场的主要障碍。网路攻击和隐私侵犯等风险增加,将在消费者心中造成产品的负面形象,并减少市场对娱乐机器人的需求。同样,机器人软体和硬体成本的不断上升预计也会减缓印度和孟加拉等个人收入低的国家对娱乐机器人的需求。

娱乐机器人市场驱动因素:

  • 全球自主产业的兴起

全球市场娱乐机器人需求不断增长的主要驱动力之一是自主技术和工业自主性的不断扩展。全球自动驾驶产业正经历显着成长。根据 TPCI 的数据,北美以约 43% 的市场占有率引领自主玩具产业市场,其次是欧洲。如此高的市场占有率归因于美国、加拿大、墨西哥、英国和德国等国家的高采用率。根据国际机器人联合会(IFR)的数据,全球市场上正在使用的工业机器人数量约为526,000台,到2022年将增加到553,000台。

  • 政府加大对机器人产业的投入

近年来,世界各国纷纷推出与机器人技术产业投资相关的各种措施与政策。中国、日本、美国、德国等国家也纷纷推出致力于机器人产业及其供应链发展的投资与政策。日本的目标是成为机器人产业的全球创新中心。 7月,日本贸易振兴机构宣布,中国机器人开发商JAKA Robotics设立日本子公司。同样,越南和印度政府也推出了多项政策和补贴来推动本国的机器人产业。

限制娱乐机器人市场的因素:

  • 技术风险增加

娱乐机器人产业面临的主要挑战之一是技术相关的威胁。网路攻击、隐私侵犯和软体延迟等各种风险预计将减缓全球娱乐机器人市场的成长。该行业製造和销售产品的公司必须为其产品配备最新技术,以防止网路攻击和资料外洩。

同样,产品高成本估计也成为市场成长的障碍。软硬体高成本是阻碍或阻碍印度、孟加拉、越南、南非等新兴国家娱乐机器人产业扩张的主要原因之一。娱乐机器人的高价格是由于半导体和运动部件等原料供应有限。

娱乐机器人市场地理展望

  • 北美在娱乐机器人市场占据主要份额

预计亚太地区将在全球娱乐机器人市场中占据更大份额。亚太地区拥有日本、韩国、新加坡、中国等一些先进的创新技术软硬体开发中国家。在这些国家,机器人发展不断进步,机器人被广泛应用。日本、中国、韩国等国已将各类机器人融入人们的日常生活,包括休閒机器人、商用机器人、组织机器人等。

同样,印度、越南和台湾等多个国家的政府也推出了各种政策和补贴计划,以促进和发展本国的机器人和自主基础设施。这些努力预计将增加娱乐机器人的区域市场占有率。

目录

第一章简介

  • 市场概况
  • 市场定义
  • 调查范围
  • 市场区隔
  • 货币
  • 先决条件
  • 基准年和预测年时间表
  • 相关人员的主要利益

第二章调查方法

  • 研究设计
  • 调查过程

第三章执行摘要

  • 主要发现

第四章市场动态

  • 市场驱动因素
  • 市场限制因素
  • 波特五力分析
  • 产业价值链分析
  • 分析师观点

第五章娱乐机器人市场:依类型

  • 介绍
  • 机器人玩具
  • 伴同性机器人(宠物机器人)
  • 其他的

第六章娱乐机器人市场:按组成部分

  • 介绍
  • 软体
  • 硬体

第七章娱乐机器人市场:依地区划分

  • 介绍
  • 北美洲
    • 按类型
    • 按成分
    • 按国家/地区
  • 南美洲
    • 按类型
    • 按成分
    • 按国家/地区
  • 欧洲
    • 按类型
    • 按成分
    • 按国家/地区
  • 中东/非洲
    • 按类型
    • 按成分
    • 按国家/地区
  • 亚太地区
    • 按类型
    • 按成分
    • 按国家/地区

第八章竞争环境及分析

  • 主要企业及策略分析
  • 市场占有率分析
  • 合併、收购、协议和合作
  • 竞争对手仪表板

第九章 公司简介

  • Lego
  • WowWee Group Limited
  • Sony Corporation
  • Hasbro, Inc.
  • Mattel, Inc.
  • Florida Robotics
  • Bluefrog Robotics
  • Robobuilder
  • Robot Entertainment
  • Miko.ai
  • ZoraBots
  • Hanson Robotics Ltd.
  • Fraunhofer IPA
简介目录
Product Code: KSI061611155

The entertainment robot market is estimated to be around US$5.933 billion in 2024 and is anticipated to grow to US$14.976 billion by 2029 at a CAGR of 20.34%.

An entertainment robot is a type of robot specially designed for domestic and production use. It can be developed either as a robotic substitute for pets or as a humanoid robot used for presentations, exhibitions, and entertainment purposes. These robots consist of various sensor systems embedded in them, like motion sensor systems and vision sensor systems.

The industry will witness a significant increase in the coming years, driven by the continuous adoption of autonomous toys and increased governmental policies. Globally, multiple countries have introduced various policies and programs to grow their robotic industry. These policies, like subsidy programs, help the new start-ups with new research and developments. We can witness in India that through Invest India and PLI schemes, various new startups are being introduced to the market, developing new technologies and collaborating with international manufacturers.

The major challenge for the entertainment robot market is the rising price and dependency on technologies in some specific countries. For the development and manufacturing of an entertainment robot, various parts and products are required by the companies, like software, chipsets, joints, skin material, and others. A manufacturer can not produce all its parts by itself and has to become dependent on other companies and countries. With the constantly changing global scenario, the supply chain of these raw materials can get disrupted, delaying the manufacturing process and increasing the cost of the robots.

The risks related to the technologies of the robots, like software and hardware, can act as a major barrier to the global entertainment robot market's expansion. The risks, like increasing cases of cyber-attacks, privacy breaches, and others, add a negative side to the products in the consumer's mind, decreasing the demand for entertainment robots in the market. Similarly, the increasing or higher cost of the robots' software and hardware is also estimated to slow down the demand for entertainment robots in countries with lower individual incomes, like India and Bangladesh.

Entertainment Robot Market Drivers:

  • An increase in the global autonomous industry.

One of the major driving factors for the expanding demand for entertainment robots in the global market can be the constant expansion of autonomous technologies and autonomy in the industry. The global autonomous industry has witnessed major growth. According to the TPCI, North America is the market leader in the autonomous toy industry, with about 43% of the market share, followed by Europe. This high market share can be credited to the high adoption rate in countries like the USA, Canada, Mexico, the UK, and Germany. The International Federation of Robotics (IFR), about 526,000 units of industrial robots were installed in the global market, which increased to 553,000 units in 2022.

  • The increasing governmental investments in the robotics industry.

In recent years, various initiatives and policies have been witnessed related to investment in the robotics and technology industry by various countries globally. Countries like China, Japan, the USA, and Germany also invested and curated a policy dedicated to developing the robotics industry and its supply chain. Japan aims to become a global center for innovation in the robotics industry. In July, the Japan External Trade Organization stated that JAKA Robotics, a Chinese company and developer of robots, established a Japanese subsidiary. Similarly, the governments of Vietnam and India have also introduced multiple policies and subsidies to boost the robotics landscape of the countries.

Entertainment Robot Market Restraint:

  • An increasing risk related to the technologies.

One of the major challenges for the entertainment robot industry is technology-related threats. Various risks, such as cyberattacks, privacy breaches, and software lag, are expected to slow the growth of entertainment robots in the global market. Companies manufacturing and selling their products in this industry need to ensure that their products are equipped with the latest technology to prevent cyber attacks and data leakage.

Similarly, the high cost of the products is also estimated to act as a barrier to market growth. The high cost of software and hardware is one of the major reasons that prevents or blocks the entertainment robots industry's expansion in developing countries like India, Bangladesh, Vietnam, and South Africa. The prices of entertainment robots are high because of the limited supply of raw materials, like semiconductors, moving components, and others.

Entertainment Robot Market Geographical Outlook

  • North America is anticipated to hold a significant share of the Entertainment Robot market.

The Asia Pacific market is estimated to attain a greater market share in the global entertainment robot market. The Asia Pacific region offers a few leading innovations and technological software and hardware developing nations, like Japan, South Korea, Singapore, and China. These countries offer an increasing landscape of robotics developments and use robots extensively. Countries like Japan, China, and South Korea have embedded various categories of robots into their daily lives, such as entertainment, commercial, and organizational robots.

Similarly, the governments of multiple countries like India, Vietnam, and Taiwan have also introduced various policies and subsidy plans to boost and develop their nation's robotics and autonomous infrastructure. These initiatives are expected to boost the regional market share for entertainment robots.

The Entertainment Robot Market Products Offered by Key Companies:

  • Sony: Sony unveiled the world's first entertainment robot, Aibo. Aibo is still available for sale today, with various upgrades. It has a battery that can run for 2 hours and an internal SIM for continuous connectivity.
  • Hanson Robotic: Hanson Robotic's humanoid robot, Sophia, is a result of unique innovation and technology that came together. This robot has AI features and a human-like face.

The Entertainment Robot Market Key Developments:

  • In January 2023, WowWee, a company that develops, designs, and distributes innovative robotic toys, launched Mintid Dog-E, a robotic toy at the CES 2023. The Dog-E has multiple features, such as an audio sensor, touch sensor, and persistence of visions built into it.
  • In March 2022, IISC Bangalore and the Karnataka Government of India launched ARTPARK and aimed to invest about US$100 million in the development of AI and robotics.

The Entertainment Robot market is segmented and analyzed as follows:

By Type

  • Robotic Toys
  • Robotic Companion Pets
  • Others

By Component

  • Software
  • Hardware

By Geography

  • North America
  • USA
  • Canada
  • Mexico
  • South America
  • Brazil
  • Argentina
  • Others
  • Europe
  • Germany
  • France
  • UK
  • Spain
  • Others
  • Middle East and Africa
  • Saudi Arabia
  • UAE
  • Israel
  • Others
  • Asia Pacific
  • China
  • Japan
  • India
  • Australia
  • South Korea
  • Taiwan
  • Thailand
  • Indonesia
  • Others

TABLE OF CONTENTS

1. INTRODUCTION

  • 1.1. Market Overview
  • 1.2. Market Definition
  • 1.3. Scope of the Study
  • 1.4. Market Segmentation
  • 1.5. Currency
  • 1.6. Assumptions
  • 1.7. Base and Forecast Years Timeline
  • 1.8. Key benefits for the stakeholders

2. RESEARCH METHODOLOGY

  • 2.1. Research Design
  • 2.2. Research Process

3. EXECUTIVE SUMMARY

  • 3.1. Key Findings

4. MARKET DYNAMICS

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. The Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis
  • 4.5. Analyst View

5. ENTERTAINMENT ROBOT MARKET BY TYPE

  • 5.1. Introduction
  • 5.2. Robotic Toys
  • 5.3. Robotic Companion Pets
  • 5.4. Others

6. ENTERTAINMENT ROBOT MARKET BY COMPONENT

  • 6.1. Introduction
  • 6.2. Software
  • 6.3. Hardware

7. ENTERTAINMENT ROBOT MARKET BY GEOGRAPHY

  • 7.1. Introduction
  • 7.1. North America
    • 7.1.1. By Type
    • 7.1.2. By Component
    • 7.1.3. By Country
      • 7.1.3.1. United States
      • 7.1.3.2. Canada
      • 7.1.3.3. Mexico
  • 7.2. South America
    • 7.2.1. By Type
    • 7.2.2. By Component
    • 7.2.3. By Country
      • 7.2.3.1. Brazil
      • 7.2.3.2. Argentina
      • 7.2.3.3. Others
  • 7.3. Europe
    • 7.3.1. By Type
    • 7.3.2. By Component
    • 7.3.3. By Country
      • 7.3.3.1. Germany
      • 7.3.3.2. France
      • 7.3.3.3. United Kingdom
      • 7.3.3.4. Spain
      • 7.3.3.5. Others
  • 7.4. Middle East and Africa
    • 7.4.1. By Type
    • 7.4.2. By Component
    • 7.4.3. By Country
      • 7.4.3.1. Saudi Arabia
      • 7.4.3.2. UAE
      • 7.4.3.3. Israel
      • 7.4.3.4. Others
  • 7.5. Asia Pacific
    • 7.5.1. By Type
    • 7.5.2. By Component
    • 7.5.3. By Country
      • 7.5.3.1. China
      • 7.5.3.2. Japan
      • 7.5.3.3. South Korea
      • 7.5.3.4. India
      • 7.5.3.5. Australia
      • 7.5.3.6. South Korea
      • 7.5.3.7. Taiwan
      • 7.5.3.8. Thailand
      • 7.5.3.9. Indonesia
      • 7.5.3.10. Others

8. COMPETITIVE ENVIRONMENT AND ANALYSIS

  • 8.1. Major Players and Strategy Analysis
  • 8.2. Market Share Analysis
  • 8.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 8.4. Competitive Dashboard

9. COMPANY PROFILES

  • 9.1. Lego
  • 9.2. WowWee Group Limited
  • 9.3. Sony Corporation
  • 9.4. Hasbro, Inc.
  • 9.5. Mattel, Inc.
  • 9.6. Florida Robotics
  • 9.7. Bluefrog Robotics
  • 9.8. Robobuilder
  • 9.9. Robot Entertainment
  • 9.10. Miko.ai
  • 9.11. ZoraBots
  • 9.12. Hanson Robotics Ltd.
  • 9.13. Fraunhofer IPA