封面
市场调查报告书
商品编码
1886625

娱乐机器人市场-全球产业规模、份额、趋势、机会和预测,依产品、最终用户、地区和竞争格局划分,2020-2030年预测

Entertainment Robots Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Product, By End-User, By Region, By Competition, 2020-2030F

出版日期: | 出版商: TechSci Research | 英文 180 Pages | 商品交期: 2-3个工作天内

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简介目录

2024年全球娱乐机器人市场规模为66.8亿美元,预计2030年将以13.30%的复合年增长率成长至141.3亿美元。娱乐机器人是专为人类娱乐、陪伴和互动而设计的机器,而非执行实用功能。市场成长的主要驱动力是消费者对个人化和沈浸式体验日益增长的需求,以及人工智慧和机器学习技术的不断进步。

市场概览
预测期 2026-2030
市场规模:2024年 66.8亿美元
市场规模:2030年 141.3亿美元
复合年增长率:2025-2030年 13.30%
成长最快的细分市场 教育机器人
最大的市场 亚太地区

主要市场驱动因素

人工智慧和机器人技术的进步是全球娱乐机器人市场的主要驱动力,不断提升这些互动系统的复杂性和功能。自然语言处理、电脑视觉和自主导航领域的创新使机器人能够提供更逼真的互动和更灵活的回应,从而直接提升用户参与度。

主要市场挑战

先进娱乐机器人系统所需的大量初始投资严重阻碍了全球娱乐机器人市场的成长。研发和製造这些专用机器的高额资本支出限制了小型企业进入市场,也限制了其在消费者中的广泛普及。

主要市场趋势

全球娱乐机器人市场深受5G连结融合的影响,5G连结为互动式系统带来了更强大的功能。这一趋势促进了即时资料处理、超低延迟通讯以及增强的云端操作,这些对于沉浸式虚拟实境体验和响应式人机互动等复杂的娱乐机器人至关重要。

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:客户之声

第五章:全球娱乐机器人市场展望

  • 市场规模及预测
    • 按价值
  • 市占率及预测
    • 依产品分类(机器人玩具、教育机器人、机器人伴侣宠物)
    • 依最终用户(媒体、教育、零售、其他)划分
    • 按地区
    • 按公司(2024 年)
  • 市场地图

第六章:北美娱乐机器人市场展望

  • 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:欧洲娱乐机器人市场展望

  • 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:亚太娱乐机器人市场展望

  • 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:中东和非洲娱乐机器人市场展望

  • 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:南美娱乐机器人市场展望

  • 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:全球娱乐机器人市场: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

  • Hasbro Inc.
  • Sony Corporation
  • WowWee Group Limited
  • Blue Ocean Robotics
  • Innovation First International, Inc
  • Sphero, Inc.
  • Robobuilder Co., Ltd.
  • Fischertechnik GmbH

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: 22270

The Global Entertainment Robots Market, valued at USD 6.68 Billion in 2024, is projected to experience a CAGR of 13.30% to reach USD 14.13 Billion by 2030. Entertainment robots are purpose-built machines designed for human amusement, companionship, and interactive engagement, rather than performing utilitarian functions. The market's growth is primarily driven by escalating consumer demand for personalized and immersive experiences, coupled with continuous technological advancements in artificial intelligence and machine learning.

Market Overview
Forecast Period2026-2030
Market Size 2024USD 6.68 Billion
Market Size 2030USD 14.13 Billion
CAGR 2025-203013.30%
Fastest Growing SegmentEducational Robots
Largest MarketAsia Pacific

Key Market Drivers

Technological advancements in artificial intelligence and robotics represent a primary catalyst for the Global Entertainment Robots Market, continuously enhancing the sophistication and capabilities of these interactive systems. Innovations in natural language processing, computer vision, and autonomous navigation enable robots to offer more realistic interactions and adaptable responses, directly improving user engagement. According to Stanford HAI's 2025 AI Index Report, corporate AI investment reached $252.3 billion in 2024, signaling substantial capital flow into underlying technologies empowering entertainment robotics.

Key Market Challenges

The considerable initial investment required for advanced entertainment robot systems significantly impedes the growth of the Global Entertainment Robots Market. The high capital expenditure associated with research, development, and manufacturing of these specialized machines limits market entry for smaller enterprises and restricts widespread consumer adoption. This financial barrier reduces the potential customer base, confining sales primarily to early adopters or commercial entities with substantial budgets.

Key Market Trends

The Global Entertainment Robots Market is significantly shaped by the integration of 5G connectivity, enabling advanced capabilities for interactive systems. This trend facilitates real-time data processing, ultra-low latency communication, and enhanced cloud-based operations crucial for complex entertainment robotics, such as immersive virtual reality experiences and responsive human-robot interaction.

Key Market Players

  • Hasbro Inc.
  • Sony Corporation
  • WowWee Group Limited
  • Blue Ocean Robotics
  • Innovation First International, Inc
  • Sphero, Inc.
  • Robobuilder Co., Ltd.
  • Fischertechnik GmbH

Report Scope:

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

Entertainment Robots Market, By Product:

  • Robot Toys
  • Educational Robots
  • Robotic Companion Pets

Entertainment Robots Market, By End-User:

  • Media
  • Education
  • Retail
  • Others

Entertainment Robots Market, By Region:

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

Competitive Landscape

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

Available Customizations:

Global Entertainment 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 Entertainment Robots Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Product (Robot Toys, Educational Robots, Robotic Companion Pets)
    • 5.2.2. By End-User (Media, Education, Retail, Others)
    • 5.2.3. By Region
    • 5.2.4. By Company (2024)
  • 5.3. Market Map

6. North America Entertainment Robots Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Product
    • 6.2.2. By End-User
    • 6.2.3. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Entertainment 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 Product
        • 6.3.1.2.2. By End-User
    • 6.3.2. Canada Entertainment 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 Product
        • 6.3.2.2.2. By End-User
    • 6.3.3. Mexico Entertainment 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 Product
        • 6.3.3.2.2. By End-User

7. Europe Entertainment Robots Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Product
    • 7.2.2. By End-User
    • 7.2.3. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Entertainment 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 Product
        • 7.3.1.2.2. By End-User
    • 7.3.2. France Entertainment 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 Product
        • 7.3.2.2.2. By End-User
    • 7.3.3. United Kingdom Entertainment 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 Product
        • 7.3.3.2.2. By End-User
    • 7.3.4. Italy Entertainment 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 Product
        • 7.3.4.2.2. By End-User
    • 7.3.5. Spain Entertainment 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 Product
        • 7.3.5.2.2. By End-User

8. Asia Pacific Entertainment Robots Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Product
    • 8.2.2. By End-User
    • 8.2.3. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Entertainment 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 Product
        • 8.3.1.2.2. By End-User
    • 8.3.2. India Entertainment 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 Product
        • 8.3.2.2.2. By End-User
    • 8.3.3. Japan Entertainment 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 Product
        • 8.3.3.2.2. By End-User
    • 8.3.4. South Korea Entertainment 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 Product
        • 8.3.4.2.2. By End-User
    • 8.3.5. Australia Entertainment 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 Product
        • 8.3.5.2.2. By End-User

9. Middle East & Africa Entertainment Robots Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Product
    • 9.2.2. By End-User
    • 9.2.3. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Entertainment 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 Product
        • 9.3.1.2.2. By End-User
    • 9.3.2. UAE Entertainment 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 Product
        • 9.3.2.2.2. By End-User
    • 9.3.3. South Africa Entertainment 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 Product
        • 9.3.3.2.2. By End-User

10. South America Entertainment Robots Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Product
    • 10.2.2. By End-User
    • 10.2.3. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Entertainment 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 Product
        • 10.3.1.2.2. By End-User
    • 10.3.2. Colombia Entertainment 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 Product
        • 10.3.2.2.2. By End-User
    • 10.3.3. Argentina Entertainment 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 Product
        • 10.3.3.2.2. 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 Entertainment 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. Hasbro 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. Sony Corporation
  • 15.3. WowWee Group Limited
  • 15.4. Blue Ocean Robotics
  • 15.5. Innovation First International, Inc
  • 15.6. Sphero, Inc.
  • 15.7. Robobuilder Co., Ltd.
  • 15.8. Fischertechnik GmbH

16. Strategic Recommendations

17. About Us & Disclaimer