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Global Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2014-2025: Growth Opportunity and Business Strategy

  • Report ID : 100497
  • Category : IoT and Automation
  • Pages : 169
  • Reporting status : Published Jan, 19
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  • Description
  • Table of Content
  • Research Methodology
  • Related Reports
The  aggregated  revenue  of  global  entertainment  and  leisure  robots  market  is  expected  to  reach  $34.3  billion  during  2018-2025  owing  to  a  growing  adoption  of  all  types  of  entertainment  and  leisure  robots  in  both  household  and  commercial  applications  across  the  globe.  
Highlighted  with  54  tables  and  81  figures,  this  169-page  report  “Global  Entertainment  and  Leisure  Robots  Market  by  Component,  Application,  End-user  and  Region  2014-2025:  Growth  Opportunity  and  Business  Strategy”  is  based  on  a  comprehensive  research  of  worldwide  entertainment  and  leisure  robots  market  by  analyzing  the  entire  global  market  and  all  its  sub-segments  through  extensively  detailed  classifications.  Profound  analysis  and  assessment  are  generated  from  premium  primary  and  secondary  information  sources  with  inputs  derived  from  industry  professionals  across  the  value  chain.  The  report  provides  historical  market  data  for  2014-2016,  revenue  estimates  for  2017,  and  forecasts  from  2018  till  2025.

In-depth  qualitative  analyses  include  identification  and  investigation  of  the  following  aspects:
•  Market  Structure  
•  Growth  Drivers  
•  Restraints  and  Challenges
•  Emerging  Product  Trends  &  Market  Opportunities
•  Porter’s  Fiver  Forces
The  trend  and  outlook  of  global  market  is  forecast  in  optimistic,  balanced,  and  conservative  view.  The  balanced  (most  likely)  projection  is  used  to  quantify  global  entertainment  and  leisure  robots  market  in  every  aspect  of  the  classification  from  perspectives  of  component,  application,  end-user  and  region.  
Based  on  system  component,  the  global  market  is  segmented  into  the  following  sub-markets  with  annual  revenue  included  for  2014-2025  (historical  and  forecast)  for  each  section.

•  Hardware
•  Software
•  Services
On  basis  of  application,  the  global  market  is  analyzed  on  the  following  segments  with  annual  revenue  in  2014-2025  provided  for  each  segment.  
•  Robotic  Toys  &  Hobby  Systems
•  Education  &  Research  Robots
•  Robotic  Companion  Pets
•  Commercial  &  Art  Robots  
On  basis  of  end-user,  the  global  market  is  analyzed  on  the  following  segments  with  annual  revenue  in  2014-2025  provided  for  each  segment.  
•  Household  Sector  (further  segmented  into  Children,  Elderly  People,  and  Guests/Clients)
•  Commercial  Sector  (further  split  into  Live  Performances,  Amusement  Parks,  Museums,  and  Other  Entertainment  Venues)
Geographically,  the  following  regions  together  with  the  listed  national  markets  are  fully  investigated:
•  APAC  (Japan,  China,  Australia,  India,  South  Korea  and  Rest  of  APAC)
•  Europe  (Germany,  France,  UK,  Italy,  Russia,  Rest  of  Europe)
•  North  America  (U.S.  and  Canada)
•  Latin  America  (Brazil,  Mexico,  Argentina,  Rest  of  Latin  America)
•  RoW  (UAE,  Saudi  Arabia,  Iran)
For  each  of  the  aforementioned  regions  and  countries,  detailed  analysis  and  data  for  annual  revenue  are  available  for  2014-2025.  The  breakdown  of  all  regional  markets  by  country  and  split  of  key  national  markets  by  application  and  end-user  over  the  forecast  years  are  also  included.

The  report  also  covers  current  competitive  scenario  and  the  predicted  manufacture  trend;  and  profiles  global  entertainment  and  leisure  robot  vendors  including  market  leaders  and  important  emerging  players.

Specifically,  potential  risks  associated  with  investing  in  global  entertainment  and  leisure  robots  market  and  industry  are  assayed  quantitatively  and  qualitatively  through  GMD’s  Risk  Assessment  System.  According  to  the  risk  analysis  and  evaluation,  Critical  Success  Factors  (CSFs)  are  generated  as  a  guidance  to  help  investors  &  stockholders  identify  emerging  opportunities,  manage  and  minimize  the  risks,  develop  appropriate  business  models,  and  make  wise  strategies  and  decisions.


Companies  Mentioned
Blue  Frog  Robotics  SAS  
Hasbro,  Inc.  
Lego  System  A/S  
Mattel,  Inc.  
Modular  Robotics  Incorporated  
RoboBuilder  Co.,  Ltd.  
Softbank  Robotics  
Sony  Corporation  
Sphero,  Inc.  
Toshiba  Machine  Co.,  Ltd.  
WowWee  Group  Limited  

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