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市场调查报告书
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1886446

家庭娱乐和休閒机器人市场-全球产业规模、份额、趋势、机会和预测,按系统组件、应用、最终用户、地区和竞争格局划分,2020-2030年预测

Home Entertainment and Leisure Robots Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By System Component, By Application, By End User, By Region, and By Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3个工作天内

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简介目录

全球家庭娱乐休閒机器人市场规模将从2024年的231亿美元成长到2030年的839.7亿美元,年复合成长率达24.00%。该市场涵盖专为家庭环境设计的机器人解决方案,主要面向家庭娱乐、教育和陪伴等领域。推动市场扩张的关键因素包括人工智慧和机器人技术的不断进步,这些进步能够带来更具互动性和个人化的使用者体验。

市场概览
预测期 2026-2030
市场规模:2024年 231亿美元
市场规模:2030年 839.7亿美元
复合年增长率:2025-2030年 24.00%
成长最快的细分市场 孩子们
最大的市场 北美洲

主要市场驱动因素

人工智慧和机器人技术的进步正在从根本上改变家用娱乐休閒机器人的功能,使其更加自主和适应性更强。这项进步使得机器人能够实现更强大的导航、物件辨识和更复杂的人机交互,超越了以往的基本功能。

主要市场挑战

先进机器人系统的高昂初始成本严重阻碍了全球家庭娱乐休閒机器人市场的扩张。如此高的价格直接限制了消费者的广泛接受度,并限制了市场渗透率,尤其对于可支配收入适中的家庭而言更是如此。

主要市场趋势

一个值得关注的趋势是,家庭娱乐休閒机器人与现有智慧家庭生态系统之间的协同作用日益增强。这种融合使机器人能够作为更广泛的自动化环境中的互联组件运行,从而实现与照明、恆温器和安防系统等智慧型设备的无缝互动。

目录

第一章:产品概述

第二章:研究方法

第三章:执行概要

第四章:顾客之声

第五章:全球家庭娱乐与休閒机器人市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 依系统组件(硬体、软体、服务)分类
    • 依应用领域(机器人玩具及嗜好系统、教育及科研机器人、机器人伴侣宠物)
    • 依最终用户(儿童、老年人)划分
    • 按地区
    • 按公司(2024 年)
  • 市场地图

第六章:北美家庭娱乐休閒机器人市场展望

  • 市场规模及预测
  • 市占率及预测
  • 北美洲:国家分析
    • 美国
    • 加拿大
    • 墨西哥

第七章:欧洲家庭娱乐与休閒机器人市场展望

  • 市场规模及预测
  • 市占率及预测
  • 欧洲:国家分析
    • 德国
    • 法国
    • 英国
    • 义大利
    • 西班牙

第八章:亚太地区家庭娱乐与休閒机器人市场展望

  • 市场规模及预测
  • 市占率及预测
  • 亚太地区:国家分析
    • 中国
    • 印度
    • 日本
    • 韩国
    • 澳洲

第九章:中东及非洲家庭娱乐及休閒机器人市场展望

  • 市场规模及预测
  • 市占率及预测
  • 中东和非洲:国家分析
    • 沙乌地阿拉伯
    • 阿联酋
    • 南非

第十章:南美家庭娱乐与休閒机器人市场展望

  • 市场规模及预测
  • 市占率及预测
  • 南美洲:国家分析
    • 巴西
    • 哥伦比亚
    • 阿根廷

第十一章:市场动态

  • 司机
  • 挑战

第十二章:市场趋势与发展

  • 併购
  • 产品发布
  • 最新进展

第十三章:全球家庭娱乐休閒机器人市场:SWOT分析

第十四章:波特五力分析

  • 产业竞争
  • 新进入者的潜力
  • 供应商议价能力
  • 顾客的力量
  • 替代产品的威胁

第十五章:竞争格局

  • Anki, Inc.
  • Blue Frog Robotics SAS
  • WowWee Group Limited
  • Sphero, Inc.
  • Mattel, Inc.
  • Amazon.com, Inc.
  • SoftBank Robotics Group
  • iRobot Corporation
  • LG Electronics Inc.
  • Ecovacs Robotics Co., Ltd.

第十六章:策略建议

第17章调查会社について・免责事项

简介目录
Product Code: 22990

The Global Home Entertainment and Leisure Robots Market will grow from USD 23.10 Billion in 2024 to USD 83.97 Billion by 2030 at a 24.00% CAGR. The global home entertainment and leisure robots market encompasses robotic solutions specifically designed for domestic environments, focusing on entertainment, education, and companionship within residential settings. Key drivers supporting market expansion include continuous advancements in artificial intelligence and robotics technology, which enable more interactive and personalized user experiences.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 23.10 Billion
Market Size 2030USD 83.97 Billion
CAGR 2025-203024.00%
Fastest Growing SegmentChildren
Largest MarketNorth America

Key Market Drivers

Advancements in artificial intelligence and robotics technology are fundamentally transforming the capabilities of home entertainment and leisure robots, making them more autonomous and adaptable. This progress allows for enhanced navigation, object recognition, and sophisticated human-robot interaction, pushing beyond rudimentary functionalities. According to Google DeepMind, in March 2025, the company's new Gemini Robotics models demonstrated performance doubling on generalization benchmarks compared to existing systems, showcasing rapid progress in robotic intelligence.

Key Market Challenges

The high initial cost associated with advanced robotic systems presents a significant impediment to the expansion of the global home entertainment and leisure robots market. Such elevated price points directly constrain broader consumer adoption and limit market penetration, particularly for households with moderate disposable incomes. For instance, according to the International Federation of Robotics, the average cost of a service robot in 2024 was $11,510. This substantial investment requirement can deter potential buyers, leading to a slower uptake compared to more affordable consumer electronics.

Key Market Trends

A notable trend is the growing synergy between home entertainment and leisure robots and existing smart home ecosystems. This integration allows robots to function as interconnected components within a broader automated environment, enabling seamless interaction with smart devices such as lighting, thermostats, and security systems. This connectivity extends the functionality of robots beyond their individual capabilities, contributing to a more cohesive and intelligent living space.

Key Market Players

  • Anki, Inc.
  • Blue Frog Robotics SAS
  • WowWee Group Limited
  • Sphero, Inc.
  • Mattel, Inc.
  • Amazon.com, Inc.
  • SoftBank Robotics Group
  • iRobot Corporation
  • LG Electronics Inc.
  • Ecovacs Robotics Co., Ltd.

Report Scope:

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

Home Entertainment and Leisure Robots Market, By System Component:

  • Hardware
  • Software
  • Services

Home Entertainment and Leisure Robots Market, By Application:

  • Robotic Toys & Hobby Systems
  • Education & Research Robots
  • Robotic Companion Pets

Home Entertainment and Leisure Robots Market, By End User:

  • Children
  • Elderly People

Home Entertainment and Leisure Robots Market, By Region:

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

Competitive Landscape

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

Available Customizations:

Global Home Entertainment and Leisure 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 Home Entertainment and Leisure Robots Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By System Component (Hardware, Software, Services)
    • 5.2.2. By Application (Robotic Toys & Hobby Systems, Education & Research Robots, Robotic Companion Pets)
    • 5.2.3. By End User (Children, Elderly People)
    • 5.2.4. By Region
    • 5.2.5. By Company (2024)
  • 5.3. Market Map

6. North America Home Entertainment and Leisure Robots Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By System Component
    • 6.2.2. By Application
    • 6.2.3. By End User
    • 6.2.4. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Home Entertainment and Leisure 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 System Component
        • 6.3.1.2.2. By Application
        • 6.3.1.2.3. By End User
    • 6.3.2. Canada Home Entertainment and Leisure 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 System Component
        • 6.3.2.2.2. By Application
        • 6.3.2.2.3. By End User
    • 6.3.3. Mexico Home Entertainment and Leisure 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 System Component
        • 6.3.3.2.2. By Application
        • 6.3.3.2.3. By End User

7. Europe Home Entertainment and Leisure Robots Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By System Component
    • 7.2.2. By Application
    • 7.2.3. By End User
    • 7.2.4. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Home Entertainment and Leisure 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 System Component
        • 7.3.1.2.2. By Application
        • 7.3.1.2.3. By End User
    • 7.3.2. France Home Entertainment and Leisure 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 System Component
        • 7.3.2.2.2. By Application
        • 7.3.2.2.3. By End User
    • 7.3.3. United Kingdom Home Entertainment and Leisure 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 System Component
        • 7.3.3.2.2. By Application
        • 7.3.3.2.3. By End User
    • 7.3.4. Italy Home Entertainment and Leisure 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 System Component
        • 7.3.4.2.2. By Application
        • 7.3.4.2.3. By End User
    • 7.3.5. Spain Home Entertainment and Leisure 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 System Component
        • 7.3.5.2.2. By Application
        • 7.3.5.2.3. By End User

8. Asia Pacific Home Entertainment and Leisure Robots Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By System Component
    • 8.2.2. By Application
    • 8.2.3. By End User
    • 8.2.4. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Home Entertainment and Leisure 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 System Component
        • 8.3.1.2.2. By Application
        • 8.3.1.2.3. By End User
    • 8.3.2. India Home Entertainment and Leisure 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 System Component
        • 8.3.2.2.2. By Application
        • 8.3.2.2.3. By End User
    • 8.3.3. Japan Home Entertainment and Leisure 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 System Component
        • 8.3.3.2.2. By Application
        • 8.3.3.2.3. By End User
    • 8.3.4. South Korea Home Entertainment and Leisure 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 System Component
        • 8.3.4.2.2. By Application
        • 8.3.4.2.3. By End User
    • 8.3.5. Australia Home Entertainment and Leisure 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 System Component
        • 8.3.5.2.2. By Application
        • 8.3.5.2.3. By End User

9. Middle East & Africa Home Entertainment and Leisure Robots Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By System Component
    • 9.2.2. By Application
    • 9.2.3. By End User
    • 9.2.4. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Home Entertainment and Leisure 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 System Component
        • 9.3.1.2.2. By Application
        • 9.3.1.2.3. By End User
    • 9.3.2. UAE Home Entertainment and Leisure 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 System Component
        • 9.3.2.2.2. By Application
        • 9.3.2.2.3. By End User
    • 9.3.3. South Africa Home Entertainment and Leisure 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 System Component
        • 9.3.3.2.2. By Application
        • 9.3.3.2.3. By End User

10. South America Home Entertainment and Leisure Robots Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By System Component
    • 10.2.2. By Application
    • 10.2.3. By End User
    • 10.2.4. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Home Entertainment and Leisure 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 System Component
        • 10.3.1.2.2. By Application
        • 10.3.1.2.3. By End User
    • 10.3.2. Colombia Home Entertainment and Leisure 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 System Component
        • 10.3.2.2.2. By Application
        • 10.3.2.2.3. By End User
    • 10.3.3. Argentina Home Entertainment and Leisure 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 System Component
        • 10.3.3.2.2. By Application
        • 10.3.3.2.3. 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 Home Entertainment and Leisure 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. Anki, 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. Blue Frog Robotics SAS
  • 15.3. WowWee Group Limited
  • 15.4. Sphero, Inc.
  • 15.5. Mattel, Inc.
  • 15.6. Amazon.com, Inc.
  • 15.7. SoftBank Robotics Group
  • 15.8. iRobot Corporation
  • 15.9. LG Electronics Inc.
  • 15.10. Ecovacs Robotics Co., Ltd.

16. Strategic Recommendations

17. About Us & Disclaimer