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Entertainment Robotics-Global Market Insights and Sales Trends 2025

Entertainment Robotics-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1819946

No of Pages : 106

Synopsis
An entertainment robot is, as the name indicates, a robot that is not made for utilitarian use, as in production or domestic services, but for the sole subjective pleasure of the human. It serves, usually the owner or his housemates, guests or clients. Robotics technologies are applied in many areas of culture and entertainment. Expensive robotics are applied to the creation of narrative environments in commercial venues where servo motors, pneumatics and hydraulic actuators are used to create movement with often preprogrammed responsive behaviors such as in Disneyland's haunted house ride. Entertainment robots can also be seen in the context of media arts where artist have been employing advanced technologies to create environments and artistic expression also utilizing the actuators and sensor to allow their robots to react and change in relation to viewers.
The global Entertainment Robotics market size is expected to reach US$ 36840 million by 2029, growing at a CAGR of 18.2% from 2023 to 2029. The market is mainly driven by the significant applications of Entertainment Robotics in various end use industries. The expanding demands from the Gaming & Entertainment, Athletic Sports, Film and Television and Others, are propelling Entertainment Robotics market. Commercial Entertainment Robots, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the Non-Commercial Entertainment Robots segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for Entertainment Robotics market, driven by demand from China, the second largest economy with some signs of stabilising, the Entertainment Robotics market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by manufacturers, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for Entertainment Robotics, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global Entertainment Robotics market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global Entertainment Robotics market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, Entertainment Robotics sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of Entertainment Robotics covered in this report include Innovation First, Fischertechnik, Lego, Microsoft, Electromechanica, Evolution Robotics, Honda, Hitachi and Toyota, etc.
The global Entertainment Robotics market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
Innovation First
Fischertechnik
Lego
Microsoft
Electromechanica
Evolution Robotics
Honda
Hitachi
Toyota
Anybots
KUKA
Global Entertainment Robotics market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global Entertainment Robotics market, Segment by Type:
Commercial Entertainment Robots
Non-Commercial Entertainment Robots
Global Entertainment Robotics market, by Application
Gaming & Entertainment
Athletic Sports
Film and Television
Others
Core Chapters
Chapter One: Introduces the study scope of this report, executive summary of market segments by Type, market size segments for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter Two: Detailed analysis of Entertainment Robotics manufacturers competitive landscape, price, sales, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Three: Sales, revenue of Entertainment Robotics in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the future development prospects, and market space in the world.
Chapter Four: Introduces market segments by Application, market size segment for North America, Europe, Asia Pacific, South America, Middle East & Africa.
Chapter Five, Six, Seven, Eight and Nine: North America, Europe, Asia Pacific, South America, Middle East & Africa, sales and revenue by country.
Chapter Ten: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter Eleven: Analysis of industrial chain, key raw materials, manufacturing cost, and market dynamics. Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Analysis of sales channel, distributors and customers.
Chapter Thirteen: Research Findings and Conclusion.
Index
1 Entertainment Robotics Market Overview
1.1 Entertainment Robotics Product Overview
1.2 Entertainment Robotics Market Segment by Type
1.2.1 Commercial Entertainment Robots
1.2.2 Non-Commercial Entertainment Robots
1.3 Global Entertainment Robotics Market Size by Type
1.3.1 Global Entertainment Robotics Market Size Overview by Type (2018-2029)
1.3.2 Global Entertainment Robotics Historic Market Size Review by Type (2018-2023)
1.3.3 Global Entertainment Robotics Forecasted Market Size by Type (2024-2029)
1.4 Key Regions Market Size Segment by Type
1.4.1 North America Entertainment Robotics Sales Breakdown by Type (2018-2023)
1.4.2 Europe Entertainment Robotics Sales Breakdown by Type (2018-2023)
1.4.3 Asia-Pacific Entertainment Robotics Sales Breakdown by Type (2018-2023)
1.4.4 Latin America Entertainment Robotics Sales Breakdown by Type (2018-2023)
1.4.5 Middle East and Africa Entertainment Robotics Sales Breakdown by Type (2018-2023)
2 Global Entertainment Robotics Market Competition by Company
2.1 Global Top Players by Entertainment Robotics Sales (2018-2023)
2.2 Global Top Players by Entertainment Robotics Revenue (2018-2023)
2.3 Global Top Players by Entertainment Robotics Price (2018-2023)
2.4 Global Top Manufacturers Entertainment Robotics Manufacturing Base Distribution, Sales Area, Product Type
2.5 Entertainment Robotics Market Competitive Situation and Trends
2.5.1 Entertainment Robotics Market Concentration Rate (2018-2023)
2.5.2 Global 5 and 10 Largest Manufacturers by Entertainment Robotics Sales and Revenue in 2022
2.6 Global Top Manufacturers by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in Entertainment Robotics as of 2022)
2.7 Date of Key Manufacturers Enter into Entertainment Robotics Market
2.8 Key Manufacturers Entertainment Robotics Product Offered
2.9 Mergers & Acquisitions, Expansion
3 Entertainment Robotics Status and Outlook by Region
3.1 Global Entertainment Robotics Market Size and CAGR by Region: 2018 VS 2022 VS 2029
3.2 Global Entertainment Robotics Historic Market Size by Region
3.2.1 Global Entertainment Robotics Sales in Volume by Region (2018-2023)
3.2.2 Global Entertainment Robotics Sales in Value by Region (2018-2023)
3.2.3 Global Entertainment Robotics Sales (Volume & Value) Price and Gross Margin (2018-2023)
3.3 Global Entertainment Robotics Forecasted Market Size by Region
3.3.1 Global Entertainment Robotics Sales in Volume by Region (2024-2029)
3.3.2 Global Entertainment Robotics Sales in Value by Region (2024-2029)
3.3.3 Global Entertainment Robotics Sales (Volume & Value), Price and Gross Margin (2024-2029)
4 Global Entertainment Robotics by Application
4.1 Entertainment Robotics Market Segment by Application
4.1.1 Gaming & Entertainment
4.1.2 Athletic Sports
4.1.3 Film and Television
4.1.4 Others
4.2 Global Entertainment Robotics Market Size by Application
4.2.1 Global Entertainment Robotics Market Size Overview by Application (2018-2029)
4.2.2 Global Entertainment Robotics Historic Market Size Review by Application (2018-2023)
4.2.3 Global Entertainment Robotics Forecasted Market Size by Application (2024-2029)
4.3 Key Regions Market Size Segment by Application
4.3.1 North America Entertainment Robotics Sales Breakdown by Application (2018-2023)
4.3.2 Europe Entertainment Robotics Sales Breakdown by Application (2018-2023)
4.3.3 Asia-Pacific Entertainment Robotics Sales Breakdown by Application (2018-2023)
4.3.4 Latin America Entertainment Robotics Sales Breakdown by Application (2018-2023)
4.3.5 Middle East and Africa Entertainment Robotics Sales Breakdown by Application (2018-2023)
5 North America Entertainment Robotics by Country
5.1 North America Entertainment Robotics Historic Market Size by Country
5.1.1 North America Entertainment Robotics Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
5.1.2 North America Entertainment Robotics Sales in Volume by Country (2018-2023)
5.1.3 North America Entertainment Robotics Sales in Value by Country (2018-2023)
5.2 North America Entertainment Robotics Forecasted Market Size by Country
5.2.1 North America Entertainment Robotics Sales in Volume by Country (2024-2029)
5.2.2 North America Entertainment Robotics Sales in Value by Country (2024-2029)
6 Europe Entertainment Robotics by Country
6.1 Europe Entertainment Robotics Historic Market Size by Country
6.1.1 Europe Entertainment Robotics Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
6.1.2 Europe Entertainment Robotics Sales in Volume by Country (2018-2023)
6.1.3 Europe Entertainment Robotics Sales in Value by Country (2018-2023)
6.2 Europe Entertainment Robotics Forecasted Market Size by Country
6.2.1 Europe Entertainment Robotics Sales in Volume by Country (2024-2029)
6.2.2 Europe Entertainment Robotics Sales in Value by Country (2024-2029)
7 Asia-Pacific Entertainment Robotics by Region
7.1 Asia-Pacific Entertainment Robotics Historic Market Size by Region
7.1.1 Asia-Pacific Entertainment Robotics Market Size Growth Rate (CAGR) by Region: 2018 VS 2022 VS 2029
7.1.2 Asia-Pacific Entertainment Robotics Sales in Volume by Region (2018-2023)
7.1.3 Asia-Pacific Entertainment Robotics Sales in Value by Region (2018-2023)
7.2 Asia-Pacific Entertainment Robotics Forecasted Market Size by Region
7.2.1 Asia-Pacific Entertainment Robotics Sales in Volume by Region (2024-2029)
7.2.2 Asia-Pacific Entertainment Robotics Sales in Value by Region (2024-2029)
8 Latin America Entertainment Robotics by Country
8.1 Latin America Entertainment Robotics Historic Market Size by Country
8.1.1 Latin America Entertainment Robotics Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
8.1.2 Latin America Entertainment Robotics Sales in Volume by Country (2018-2023)
8.1.3 Latin America Entertainment Robotics Sales in Value by Country (2018-2023)
8.2 Latin America Entertainment Robotics Forecasted Market Size by Country
8.2.1 Latin America Entertainment Robotics Sales in Volume by Country (2024-2029)
8.2.2 Latin America Entertainment Robotics Sales in Value by Country (2024-2029)
9 Middle East and Africa Entertainment Robotics by Country
9.1 Middle East and Africa Entertainment Robotics Historic Market Size by Country
9.1.1 Middle East and Africa Entertainment Robotics Market Size Growth Rate (CAGR) by Country: 2018 VS 2022 VS 2029
9.1.2 Middle East and Africa Entertainment Robotics Sales in Volume by Country (2018-2023)
9.1.3 Middle East and Africa Entertainment Robotics Sales in Value by Country (2018-2023)
9.2 Middle East and Africa Entertainment Robotics Forecasted Market Size by Country
9.2.1 Middle East and Africa Entertainment Robotics Sales in Volume by Country (2024-2029)
9.2.2 Middle East and Africa Entertainment Robotics Sales in Value by Country (2024-2029)
10 Company Profiles
10.1 Innovation First
10.1.1 Innovation First Company Information
10.1.2 Innovation First Introduction and Business Overview
10.1.3 Innovation First Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.1.4 Innovation First Entertainment Robotics Products Offered
10.1.5 Innovation First Recent Development
10.2 Fischertechnik
10.2.1 Fischertechnik Company Information
10.2.2 Fischertechnik Introduction and Business Overview
10.2.3 Fischertechnik Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.2.4 Fischertechnik Entertainment Robotics Products Offered
10.2.5 Fischertechnik Recent Development
10.3 Lego
10.3.1 Lego Company Information
10.3.2 Lego Introduction and Business Overview
10.3.3 Lego Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.3.4 Lego Entertainment Robotics Products Offered
10.3.5 Lego Recent Development
10.4 Microsoft
10.4.1 Microsoft Company Information
10.4.2 Microsoft Introduction and Business Overview
10.4.3 Microsoft Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.4.4 Microsoft Entertainment Robotics Products Offered
10.4.5 Microsoft Recent Development
10.5 Electromechanica
10.5.1 Electromechanica Company Information
10.5.2 Electromechanica Introduction and Business Overview
10.5.3 Electromechanica Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.5.4 Electromechanica Entertainment Robotics Products Offered
10.5.5 Electromechanica Recent Development
10.6 Evolution Robotics
10.6.1 Evolution Robotics Company Information
10.6.2 Evolution Robotics Introduction and Business Overview
10.6.3 Evolution Robotics Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.6.4 Evolution Robotics Entertainment Robotics Products Offered
10.6.5 Evolution Robotics Recent Development
10.7 Honda
10.7.1 Honda Company Information
10.7.2 Honda Introduction and Business Overview
10.7.3 Honda Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.7.4 Honda Entertainment Robotics Products Offered
10.7.5 Honda Recent Development
10.8 Hitachi
10.8.1 Hitachi Company Information
10.8.2 Hitachi Introduction and Business Overview
10.8.3 Hitachi Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.8.4 Hitachi Entertainment Robotics Products Offered
10.8.5 Hitachi Recent Development
10.9 Toyota
10.9.1 Toyota Company Information
10.9.2 Toyota Introduction and Business Overview
10.9.3 Toyota Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.9.4 Toyota Entertainment Robotics Products Offered
10.9.5 Toyota Recent Development
10.10 Anybots
10.10.1 Anybots Company Information
10.10.2 Anybots Introduction and Business Overview
10.10.3 Anybots Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.10.4 Anybots Entertainment Robotics Products Offered
10.10.5 Anybots Recent Development
10.11 KUKA
10.11.1 KUKA Company Information
10.11.2 KUKA Introduction and Business Overview
10.11.3 KUKA Entertainment Robotics Sales, Revenue and Gross Margin (2018-2023)
10.11.4 KUKA Entertainment Robotics Products Offered
10.11.5 KUKA Recent Development
11 Upstream, Opportunities, Challenges, Risks and Influences Factors Analysis
11.1 Entertainment Robotics Key Raw Materials
11.1.1 Key Raw Materials
11.1.2 Key Raw Materials Price
11.1.3 Raw Materials Key Suppliers
11.2 Manufacturing Cost Structure
11.2.1 Raw Materials
11.2.2 Labor Cost
11.2.3 Manufacturing Expenses
11.3 Entertainment Robotics Industrial Chain Analysis
11.4 Entertainment Robotics Market Dynamics
11.4.1 Entertainment Robotics Industry Trends
11.4.2 Entertainment Robotics Market Drivers
11.4.3 Entertainment Robotics Market Challenges
11.4.4 Entertainment Robotics Market Restraints
12 Market Strategy Analysis, Distributors
12.1 Sales Channel
12.2 Entertainment Robotics Distributors
12.3 Entertainment Robotics Downstream Customers
13 Research Findings and Conclusion
14 Appendix
14.1 Research Methodology
14.1.1 Methodology/Research Approach
14.1.2 Data Source
14.2 Author Details
14.3 Disclaimer

Published By : QY Research

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