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Entertainment Robots Market to reach USD 3,715.29 Million by 2023 with Exhibiting a CAGR of 23.06% between 2018 and 2023

Press release   •   Jul 08, 2019 07:23 EDT

The Global Entertainment Robots Market is expected to reach approximately USD 3,715.29 million by 2023, exhibiting a CAGR of 23.06% between 2018 and 2023.

The new research from Ameco Research on Global Entertainment Robots Market Report for 2023 intends to offer target audience with the fresh outlook on market and fill in the knowledge gaps with the help of processed information and opinions from industry experts. The information in the research report is well-processed and a report is accumulated by industry professionals and seasoned experts in the field to ensure of the quality of research.

The research is backed by extensive and in-depth secondary research which involves reference to various statistical databases, national government documents, relevant patent and regulatory databases, news articles, press releases, company annual reports, webcasts, financial reports, and a number of internal and external proprietary databases. This estimated data is cross-checked with industry experts from various leading companies in the market. After the entire authentication process, these reports are shared with subject matter experts (SMEs) for adding further value and to gain their insightful opinion on the research. With such robust process of data extraction, verification, and finalization, we firmly endorse the quality of our research. With such extensive and in-depth research and comprehensive coverage of information, it is always a possibility of clients finding their desired information in the report with enclosure of key components and valuable statistics in all regards.

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Introduction

Entertainment robots are designed for a number of applications specifically in commercial and entertainment industries. These robots can interact with individuals and perform various actions such as singing, dancing, and telling stories. Various entertainment robots like Aibo, Poo-Chi, Bo-Wow, iDOG, Gupi, Teksta, and i-Cybie are gaining popularity in the commercial sector. For the purpose of this study, the global entertainment robots market has been segmented on the basis of product, end user, and region.
The entertainment robots market is growing due to developing artificial intelligence technology, increasing demand for animatronic robots, and rapidly growing geriatric population. While the high initial cost incurred in the production of these robots is hampering the market growth in the forthcoming years.
The global entertainment robots market is expected to grow at 23.06% CAGR during the forecast period, 2018-2023. In 2016, the market was led by Asia-Pacific with 44.12% share, followed by North America and Europe with shares of 32.39% and 15.25% respectively.
The global entertainment robots market has been segmented based on product, end user, and region. On the basis of product, the market has been segmented into robot toys, educational robots, and robotic companion pets. By end user, the market has been segmented into media, education, retail, and others. By region, the market has been segmented into North America, Asia-Pacific, Europe, and the rest of the world.
Based on the product, the robot toys dominated the entertainment robots market in 2017 by generating highest market revenue of USD 784.27 million and is estimated to generate a market value of USD 2,505.12 million by 2023 growing at a 22.47% CAGR. Whereas, educational robots are projected to witness the fastest growth of a 25.45% CAGR during the forecast period 2018-2023.
Based on end user, the media industry dominated the entertainment robots market in 2017 by generating highest market revenue of USD 635.74 million and is estimated to generate a market value of USD 2,060.46 million by 2023 growing at a 22.76% CAGR. Whereas, the education segment is projected to grow with the fastest CAGR of 25.82% during the forecast period 2018-2023.
The global entertainment robots market is expected to reach approximately USD 3,715.29 million by 2023, exhibiting a CAGR of 23.06% between 2018 and 2023.

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Key Players

The key players of global entertainment robots market are KUKA AG, Hasbro, Inc., Mattel, Inc., Sphero, BLUE FROG ROBOTICS, Modular Robotics, Robobuilder Co., Ltd, Sony Corporation, and LEGO.
Global Entertainment Robots Market Analysis & Forecast, from 2017 to 2023
• To provide a detailed analysis of the market structure along with a forecast for the next six years of various segments and sub-segments of the entertainment robots market
• To provide insights about factors affecting the market growth
• To analyze the global entertainment robots market based on various tools such as supply chain analysis, and Porter's five force analysis
• To provide historical and forecast revenue of the market segments and sub-segments with respect to regions and their respective key countries
• To provide country-level analysis of the market with respect to the current market size and future perspective
• To provide country-level analysis of the market for segments by product, end user, and region
• To provide strategic profiling of key players in the market, comprehensively analyzing their core competencies, and drawing a competitive landscape for the market
• To track and analyze competitive developments such as joint ventures, strategic alliances, mergers and acquisitions, new technology developments, and research and developments in the entertainment robots market
Target Audience

• Original Equipment Manufacturers (OEMs)
• OEM Technology Solution Providers
• Research Institutes
• Market Research and Consulting Firms
• Forums, Alliances, and Associations
• Technology Investors
• Governments and Financial Institutions
• Analysts and Strategic Business Planners
• End Users of Entertainment Robots
Key Findings

• The global entertainment robots market is expected to reach USD 3,715.29 million by 2023
• Based on product, the robot toys dominated the entertainment robots market in 2017 by generating the highest market revenue of USD 784.27 million and is estimated to generate a market value of USD 2,505.12 million by 2023 growing at a 22.47% CAGR
• Based on end user, the media industry dominated the entertainment robots market in 2017 by generating the highest market revenue of USD 635.74 million and is estimated to generate a market value of USD 2,060.46 million by 2023 growing at a CAGR of 22.76%
• Geographically, the Asia-Pacific region has been projected to hold the largest market share in the global entertainment robots market followed by North America, Europe, and the rest of the world

Regional and Country Analysis of Entertainment Robots Market Estimation and Forecast
The global entertainment robots market was led by Asia-Pacific in 2016; it occupied 44.12% of the total market share. North America successfully occupied the second-largest share of 32.39% in the global entertainment robots market in 2016. Asia-Pacific is the fastest growing market registering a CAGR of 23.78%. However, the rest of the world is expected to grow at a slow rate; it occupied only 8.24% of the total market share in 2016.
The report on the global entertainment robots market also covers the following country-level analysis:
• North America
o US
o Canada
• Europe
o Germany
o UK
o France
o Rest of Europe
• Asia-Pacific
o China
o Japan
o India
o Rest of Asia-Pacific
• Rest of the World

Available customization:

With the given market information, Ameco research offers customization's in line with the company's specific wishes. The following customization choices unit of measurement accessible for the report:
Regional and country-level analysis of the Global Entertainment Robots Market, by end-use.
Detailed analysis and profiles of additional market players.

Table of Contents

Global Entertainment Robots Market Research Report Forecast to 2023

1 Market Introduction
1.1 Definition
1.2 Scope of the Study
1.3 Market Structure
1.4 List of Assumptions
2 Research Methodology
2.1 Research Process
2.2 Primary Research
2.3 Secondary Research
2.4 Market Size Estimation
2.5 Forecast Model
3 Market Dynamics
3.1 Introduction
3.2 Drivers
3.2.1 Developing Artificial Intelligence Technology
3.2.2 Growing Aging Population
3.2.3 Increasing demand for animatronics
3.3 Restraints
3.3.1 High Initial Cost
3.4 Challenges
3.4.1 Technical complexity involved in human-machine interface
3.5 Opportunities
3.5.1 Rising demand of entertainment in retail for customer engagement
4 Global Entertainment Robots Market, By Product
4.1 Overview
4.2 Robot toys
4.3 Educational Robots
4.4 Robotic Companion Pets
5 Global Entertainment Robots Market, By End User
5.1 Overview
5.2 Media
5.3 Education
5.4 Retail
5.5 Others
6 Entertainment Robots Market, By Region
6.1 Introduction
6.2 North America
6.2.1 U.S.
6.2.2 Canada
6.3 Europe
6.3.1 The U.K
6.3.2 Germany
6.3.3 France
6.3.4 Rest of Europe
6.4 Asia Pacific
6.4.1 China
6.4.2 Japan
6.4.3 India
6.4.4 Rest of Asia Pacific
6.5 Rest of the world (ROW)
7 Competitive Landscape
7.1 Competitive Landscape
8 Company Profile
8.1 KUKA (Germany)
8.1.1 Company Overview
8.1.2 Financial Overview
8.1.3 Products Offerings
8.1.4 Key Developments (2017-2018)
8.1.5 SWOT Analysis
8.1.6 Key Strategy
8.2 Hasbro, INC. (USA)
8.2.1 Company Overview
8.2.2 Financial Overview
8.2.3 Products Offerings
8.2.4 Key Developments (2017-2018)
8.2.5 SWOT Analysis
8.2.6 Key Strategy
8.3 MATTEL, INC (USA)
8.3.1 Company Overview
8.3.2 Financial Overview
8.3.3 Products Offerings
8.3.4 Key Developments (2017-2018)
8.3.5 SWOT Analysis
8.3.6 Key Strategy
8.4 SPHERO (USA)
8.4.1 Company Overview
8.4.2 Products Offerings
8.4.3 Key Developments (2015-2018)
8.4.4 Key Strategy
8.5 BLUEFROG ROBOTICS
8.5.1 Company Overview
8.5.2 Products Offerings
8.5.3 Key Developments (2015-2018)
8.5.4 Key Strategy
8.6 MODULAR ROBOTICS
8.6.1 Company Overview
8.6.2 Products Offerings
8.6.3 Key Developments (2015-2018)
8.6.4 SWOT Analysis
8.6.5 Key Strategy
8.7 ROBOBUILDER
8.7.1 Company Overview
8.7.2 Products Offerings
8.7.3 Key Developments (2015-2018)
8.7.4 SWOT Analysis
8.7.5 Key Strategy
8.8 SONY CORPORATION
8.8.1 Company Overview
8.8.2 Financial Overview
8.8.3 Products Offerings
8.8.4 Key Developments (2015-2018)
8.8.5 SWOT Analysis
8.8.6 Key Strategy
8.9 LEGO
8.9.1 Company Overview
8.9.2 Financial Overview
8.9.3 Products Offerings
8.9.4 Key Developments (2015-2018)
8.9.5 SWOT Analysis
8.9.6 Key Strategy 

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