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市场调查报告书
商品编码
1626546

全球娱乐机器人市场规模按类型、应用、功能、地区、范围和预测

Global Entertainment Robots Market Size By Type of Entertainment Robots, By Application, By Functionality, By Geographic Scope And Forecast

出版日期: | 出版商: Verified Market Research | 英文 202 Pages | 商品交期: 2-3个工作天内

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简介目录

娱乐机器人市场规模及预测

娱乐机器人是专为娱乐和休閒活动而设计的互动式设备,包括机器宠物、人形机器人和可程式机器人。这些机器人透过先进的人工智慧和感测器提供乐趣、陪伴和参与。

娱乐机器人可应用于各种场合,包括家庭、教育环境和公共场所。

在家里,它作为孩子和大人可以一起玩的互动玩具,提供故事书阅读、游戏和个人化互动等活动。在教育环境中,它们用于以有趣和互动的方式教授编码和机器人技术。此外,购物中心和游乐园等公共场所也使用它们来吸引和娱乐游客,从而改善整体客户体验。

全球娱乐机器人市场动态

主要市场驱动因子

人工智慧的进步:人工智慧技术的快速发展将增强娱乐机器人的功能,实现更复杂的互动、个人化的体验和自适应行为,从而推动消费者的兴趣和采用。根据美国国家科学基金会(NSF)2024年1月发布的报告,人工智慧娱乐机器人的能力比前一年提高了35%。这包括对自然语言处理、情感识别和自适应学习演算法的改进。

对互动和引人入胜体验的需求不断增加:消费者对创新和互动娱乐的需求日益增加,儿童和成人对引人入胜、互动和沈浸式体验的需求也在不断增加。根据美国劳工统计局 2020 年 12 月的报告,2023 年机器人娱乐产业的就业人数增加了 12%,反映出消费者对互动体验的需求不断增加。

家用电器中机器人技术的普及度不断提升:将机器人技术融入日常电器(如智慧玩具和家庭助理)中,使先进的机器人功能更加熟悉和有吸引力。 。根据消费科技协会(CTA)2024年2月发布的一项研究,机器人家庭助理的销售量预计将在2023年成长28%,并将持续成长到2025年。

教育机器人的兴起:在教育领域越来越多地使用机器人来教授STEM 概念和程式设计技能,这将激发人们对机器人技术的兴趣和熟悉度,使其更适用于教育和娱乐。有助于市场成长。美国教育部在 2024 年 3 月报告称,65% 的美国 K-12 学校已将某种形式的教育机器人纳入其课程,高于 2022 年的 45%。

主要问题

技术限制和可靠性问题:娱乐机器人经常面临电池寿命有限、操作故障和可靠性问题等技术课题,这些都会影响用户满意度,从而可能降低其吸引力。美国消费品安全委员会(CPSC)2024年1月的报告发现,2023年报告的娱乐机器人故障年增15%,其中电池相关问题占投诉的40%。

隐私和安全问题:随着娱乐机器人收集和处理个人数据,可能会出现隐私和数据安全问题,从而疏远消费者并使监管合规变得复杂。美国联邦贸易委员会(FTC)12月报告称,2023年有关包括娱乐机器人在内的智慧型设备资料隐私的投诉增加了22%。

市场饱和与竞争:随着越来越多的公司进入娱乐机器人市场,竞争非常激烈,新进入者很难使其产品与众不同并获得市场占有率。根据美国小型企业管理局(SBA)2024年2月发布的报告,娱乐机器人领域的新创公司数量预计将在2023年增加30%,市场竞争将更加激烈。

消费者认知和采用有限:儘管技术不断进步,但消费者对娱乐机器人的优势和功能的认知和理解仍然有限,阻碍了采用和市场增长。皮尤研究中心2023年11月的调查发现,只有35%的美国家庭知道娱乐机器人的先进功能,显示消费者认知有很大差距。

主要趋势

人工智慧与机器学习的融合:娱乐机器人可能会融入人工智慧和机器学习,以增强互动性、个人化和自适应行为,使其更具吸引力,并能更好地响应用户偏好。它正在变得越来越强大。根据美国国家标准与技术研究所 (NIST) 2024 年 2 月发布的报告,2023 年消费机器人中人工智慧和机器学习的使用将年增 45%。

增强和虚拟实境的兴起:娱乐机器人与增强和虚拟实境技术的结合将创造身临其境的体验,让使用者在更动态和逼真的虚拟环境中与机器人互动。例如,2024 年 3 月,Meta(前身为 Facebook)宣布了 "MetaBot" 项目,该项目将先进的机器人技术与 AR/VR 技术相结合,在 Metaverse 中创造身临其境的互动体验。

情感支持陪伴机器人的成长:为了满足个人与机器人互动、共感关係的需求,用于情感支持和陪伴目的的机器人的发展趋势日益增长。根据美国国立卫生研究院 (NIH) 于 2023 年 12 月发布的一项研究,到 2023 年,陪伴机器人在医疗环境中的使用将增加 60%,患者的情绪健康将显着改善。

目录

第 1 章简介

  • 市场定义
  • 市场区隔
  • 研究方法

第 2 章执行摘要

  • 主要发现 市场概况 市集亮点

第3章 市场概览

  • 市场规模与成长潜力
  • 市场趋势
  • 市场推动因素
  • 市场限制
  • 市场机会
  • 波特五力分析

第 4 章 娱乐机器人市场(依娱乐机器人类型)

  • 人形机器人
  • 电子动画机器人
  • 机器宠物
  • 机器人玩具

第5章 娱乐机器人市场依应用领域划分

  • 主题乐园与景点
  • 家庭娱乐
  • 教育机构
  • 活动和演出

第6章 娱乐机器人市场依功能分类

  • 互动娱乐
  • 娱乐节目
  • 客製化与个人化
  • 扩增实境 (AR) 与虚拟实境 (VR) 集成

第 7 章 区域分析

  • 北美洲
  • 美国
  • 加拿大
  • 墨西哥
  • 欧洲
  • 英国
  • 德国
  • 法国
  • 义大利 亚太地区
  • 中国
  • 日本
  • 印度
  • 澳大利亚
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 智利
  • 中东和非洲
  • 南非
  • 沙乌地阿拉伯
  • 阿拉伯联合大公国

第 8 章 市场动态

  • 市场推动因素
  • 市场限制
  • 市场机会
  • COVID-19 市场影响

第 9 章 竞争格局

  • 大型公司
  • 市占率分析

第10章 公司简介

  • Hasbro
  • Mattel
  • The Lego Group
  • Sony Corporation
  • Sphero
  • Bluefrog Robotics
  • Robobuilder
  • WowWee Group Limited

第 11 章 市场展望与机会

  • 新兴技术
  • 未来市场趋势
  • 投资机会

第 12 章附录

  • 缩写列表
  • 来源与参考文献
简介目录
Product Code: 26418

Entertainment Robots Market Size And Forecast

Entertainment robots are interactive devices designed for recreational and leisure activities, including robotic pets, humanoid robots, and programmable robots. They offer enjoyment, companionship, and engagement with advanced AI and sensors.

Entertainment robots find applications across various settings including homes, educational environments, and public spaces.

In homes, they serve as companions and interactive toys for children and adults alike, offering activities such as storytelling, games, and personalized interactions. In educational environments, they are used to teach coding and robotics in a fun and interactive way. Additionally, they are employed in public spaces like shopping malls and amusement parks to attract and entertain visitors, enhancing overall customer experiences.

Global Entertainment Robots Market Dynamics

The key market dynamics that are shaping the global entertainment robots market include:

Key Market Drivers

Advancements in Artificial Intelligence: The rapid development of AI technologies enhances the capabilities of entertainment robots, enabling more sophisticated interactions, personalized experiences, and adaptive behaviors that drive consumer interest and adoption. According to a report by the National Science Foundation (NSF) released in January 2024, AI-driven entertainment robots saw a 35% increase in capabilities over the previous year. This includes improvements in natural language processing, emotion recognition, and adaptive learning algorithms.

Growing Demand for Interactive and Engaging Experiences: Consumers increasingly seek innovative and interactive forms of entertainment, fueling demand for robots that offer engaging, interactive, and immersive experiences for both children and adults. The U.S. Bureau of Labor Statistics reported in December 2023 that employment in the robotics entertainment industry grew by 12% in 2023, reflecting the increasing consumer demand for interactive experiences.

Rising Popularity of Robotics in Consumer Electronics: The integration of robotics into everyday consumer electronics, such as smart toys and home assistants, boosts the entertainment robots market by making advanced robotic features more accessible and appealing. A study by the Consumer Technology Association (CTA) in February 2024 showed that sales of robotic home assistants increased by 28% in 2023, with projections for continued growth through 2025.

Expansion of Educational Robotics: The increasing use of robots in educational settings to teach STEM concepts and programming skills generates interest and familiarity with robotic technology, contributing to market growth in both educational and entertainment contexts. The U.S. Department of Education reported in March 2024 that 65% of K-12 schools in the United States now incorporate some form of educational robotics in their curriculum, up from 45% in 2022.

Key Challenges:

Technical Limitations and Reliability Issues: Entertainment robots often face technical challenges such as limited battery life, operational glitches, and reliability issues, which can affect user satisfaction and reduce their appeal. According to a report by the Consumer Product Safety Commission (CPSC) in January 2024, there was a 15% increase in reported malfunctions of entertainment robots in 2023 compared to the previous year, with battery-related issues accounting for 40% of complaints.

Privacy and Security Concerns: As entertainment robots increasingly collect and process personal data, concerns about privacy and data security arise, potentially deterring consumers and complicating regulatory compliance. The Federal Trade Commission (FTC) reported in December 2023 that complaints related to data privacy in smart devices, including entertainment robots, increased by 22% in 2023.

Market Saturation and Competition: The growing number of companies entering the entertainment robots market creates intense competition, making it challenging for new entrants to differentiate their products and gain market share. The U.S. Small Business Administration (SBA) released a report in February 2024 showing that the number of startups in the entertainment robotics sector increased by 30% in 2023, intensifying market competition.

Limited Consumer Awareness and Adoption: Despite technological advancements, consumer awareness and understanding of the benefits and functionalities of entertainment robots are still limited, which can hinder widespread adoption and market growth. A survey conducted by the Pew Research Center in November 2023 found that only 35% of American households were familiar with advanced features of entertainment robots, indicating a significant gap in consumer awareness.

Key Trends

Integration of Artificial Intelligence and Machine Learning: Entertainment robots are increasingly incorporating AI and machine learning to enhance interactivity, personalization, and adaptive behaviors, making them more engaging and responsive to user preferences. According to a report by the National Institute of Standards and Technology (NIST) released in February 2024, the use of AI and machine learning in consumer robotics increased by 45% in 2023 compared to the previous year.

Rise of Augmented and Virtual Reality: The convergence of entertainment robots with augmented and virtual reality technologies is creating immersive experiences, allowing users to interact with robots in more dynamic and realistic virtual environments. For instance, In March 2024, Meta (formerly Facebook) unveiled its "MetaBot" project, combining advanced robotics with AR/VR technology to create immersive, interactive experiences in the metaverse.

Growth of Companion Robots for Emotional Support: There is a growing trend towards developing robots designed for emotional support and companionship, catering to the needs of individuals seeking interactive and empathetic relationships with their robots. A study by the National Institutes of Health (NIH) published in December 2023 found that the use of companion robots in therapeutic settings increased by 60% in 2023, with notable improvements in patient emotional well-being.

Global Entertainment Robots Market Regional Analysis

Here is a more detailed regional analysis of the global entertainment robots market:

North America:

North America holds a significant share of the entertainment robots market, driven by the high adoption rate of advanced technologies and strong consumer spending on innovative entertainment solutions. The U.S. Patent and Trademark Office reported in April 2024 that patent filings related to entertainment robotics increased by 40% in 2023, indicating strong innovation in the sector.

The presence of major tech companies and startups in the United States and Canada fosters continuous innovation in robotics. For instance, In May 2024, Amazon announced the expansion of its robotics division in Boston, with plans to invest $500 million over the next five years in developing advanced home entertainment robots.

Additionally, a robust retail infrastructure and widespread internet penetration support the distribution and accessibility of entertainment robots. The region's emphasis on AI and robotics research further propels market growth.

Asia Pacific:

The Asia Pacific region is experiencing rapid growth in the entertainment robots market, driven by countries such as Japan, China, and South Korea. According to a report by the Asian Development Bank released in March 2024, the entertainment robots market in the Asia Pacific region grew by 28% in 2023, outpacing global growth rates.

Japan, in particular, is a global leader in robotics technology, with a long-standing tradition of innovation in this field. The region's large consumer base, increasing disposable income, and growing interest in high-tech entertainment solutions contribute to market growth. The Japan Robot Association (JARA) reported in February 2024 that Japan's robotics industry, including entertainment robots, contributed ¥2.8 trillion (approximately USD 25 Billion) to the country's economy in 2023, a 15% increase from the previous year.

Furthermore, the expansion of e-commerce platforms in Asia Pacific enhances the accessibility and distribution of entertainment robots. A report by the Asia Pacific E-commerce Association in January 2024 showed that online sales of entertainment robots in the region grew by 40% in 2023, with mobile commerce accounting for 65% of these sales.

Global Entertainment Robots Market: Segmentation Analysis

The Global Entertainment Robots Market is Segmented on the basis of Type of Entertainment Robots, Application, Functionality and Geography.

Entertainment Robots Market, By Type of Entertainment Robots

  • Humanoid Robots
  • Animatronic Robots
  • Robotic Pets
  • Robotic Toys

Based on Type of Entertainment Robots, the Global Entertainment Robots Market is bifurcated into Humanoid Robots, Animatronic Robots, Robotic Pets, and Robotic Toys. In the entertainment robots market, humanoid robots are the dominating segment due to their advanced capabilities, interactive features, and widespread applications in both personal and commercial environments. However, Robotic Pets are the rapidly growing segment, driven by their appeal to consumers seeking companionship and interactive experiences in a more approachable and emotionally engaging format. The increasing development of realistic and responsive robotic pets is fueling their popularity and expansion in the market.

Entertainment Robots Market, By Application Areas

  • Theme Parks and Attractions
  • Home Entertainment
  • Educational Institutions
  • Events and Performances

Based on Application Areas, the Global Entertainment Robots Market is bifurcated into Theme Parks and Attractions, Home Entertainment, Educational Institutions, Events and Performances. In the entertainment robots market, theme parks and attractions are the dominating segment due to their significant investments in advanced robotics to enhance visitor experiences and create immersive environments. However, home entertainment is the rapidly growing segment, driven by increasing consumer interest in interactive and engaging robots for personal use, such as robotic pets and toys. This growth is supported by advancements in robotics technology that make home entertainment robots more affordable and appealing to a broader audience.

Entertainment Robots Market, By Functionality

  • Interactive Entertainment
  • Entertainment Programming
  • Customization and Personalization
  • Augmented Reality (AR) and Virtual Reality (VR) Integration

Based on Functionality, the Global Entertainment Robots Market is bifurcated into Interactive Entertainment, Entertainment Programming, Customization and Personalization, Augmented Reality (AR) and Virtual Reality (VR) Integration. In the entertainment robots market, interactive entertainment is the dominating segment, as robots designed for engaging, real-time interaction with users are highly sought after for both personal and commercial applications. However, Augmented Reality (AR) and Virtual Reality (VR) Integration is the rapidly growing segment, driven by the increasing demand for immersive and interactive experiences. The integration of AR and VR technologies into entertainment robots is enhancing their functionality and appeal, creating new and exciting opportunities for users to interact with robots in dynamic virtual environments.

Entertainment Robots Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Based on Geography, the Global Entertainment Robots Market is classified into North America, Europe, Asia Pacific, and the Rest of the World. In the entertainment robots market, North America is the dominating region due to its advanced technological infrastructure, high consumer spending on innovative technologies, and a strong presence of key market players. However, the Asia Pacific region is the rapidly growing segment, fueled by increasing disposable incomes, expanding middle-class populations, and a rising interest in robotics and interactive technologies. Countries like Japan, China, and South Korea are leading this growth, as they invest heavily in developing and adopting cutting-edge entertainment robots.

Key Players

The "Global Entertainment Robots Market" study report will provide valuable insight with an emphasis on the global market. The major players in the market are Hasbro, Mattel, The Lego Group, Sony Corporation, Sphero, Bluefrog Robotics, Robobuilder, WowWee Group Limited.

Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with its product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

Entertainment Robots Market Key Developments

  • In October 2023, WowWee released the new Robosapien X, an advanced version of its popular entertainment robot, featuring more refined motor functions and interactive play modes. The updated model provides a more engaging and versatile play experience for users of all ages.
  • In February 2024, Ubtech Robotics launched the Walker X, a new bipedal humanoid robot designed for both entertainment and assistance. The Walker X features improved mobility and AI capabilities, enabling it to interact with users in dynamic environments and perform various household tasks.

TABLE OF CONTENTS

1. Introduction

  • Market Definition
  • Market Segmentation
  • Research Methodology

2. Executive Summary

  • Key Findings
  • Market Overview
  • Market Highlights

3. Market Overview

  • Market Size and Growth Potential
  • Market Trends
  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Porter's Five Forces Analysis

4. Entertainment Robots Market, By Type of Entertainment Robots

  • Humanoid Robots
  • Animatronic Robots
  • Robotic Pets
  • Robotic Toys

5. Entertainment Robots Market, By Application Areas

  • Theme Parks and Attractions
  • Home Entertainment
  • Educational Institutions
  • Events and Performances

6. Entertainment Robots Market, By Functionality

  • Interactive Entertainment
  • Entertainment Programming
  • Customization and Personalization
  • Augmented Reality (AR) and Virtual Reality (VR) Integration

7. Regional Analysis

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • United Kingdom
  • Germany
  • France
  • Italy
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • Latin America
  • Brazil
  • Argentina
  • Chile
  • Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE

8. Market Dynamics

  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Impact of COVID-19 on the Market

9. Competitive Landscape

  • Key Players
  • Market Share Analysis

10. Company Profiles

  • Hasbro
  • Mattel
  • The Lego Group
  • Sony Corporation
  • Sphero
  • Bluefrog Robotics
  • Robobuilder
  • WowWee Group Limited

11. Market Outlook and Opportunities

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

12. Appendix

  • List of Abbreviations
  • Sources and References