About the Entertainment Robots Market Entertainment robots are developed for utilitarian purpose in domestic settings to entertain humans, especially children, elderly, guests, or clients. These robots are equipped with microphones, and can recognize voices and cameras to avoid obstacles and identify faces. They can converse, move, sing, dance, and interact with people. Manufacturers are developing robotic kits that enhance children's knowledge and skills in subjects such as programming, science, and mathematics through design, creation, assembly, and operation of the robots. Technavio’s analysts forecast the global entertainment robot market to grow at a CAGR of 20.09 % during the period 2016-2020. Covered in this report The report covers the present scenario and the growth prospects of the global entertainment robots for 2016-2020. To calculate the market size, the report considers the revenue generated from sales and aftermarket services of entertainment robots. The market is divided into the following segments based on geography: • Americas • APAC • EMEA Technavio's report, Global Entertainment Robots Market 2016-2020, has been prepared based on an in-depth market analysis... Research Beam Model: Research Beam Product ID: 663887 2500 USD New
Global Entertainment Robots Market 2016-2020
 
 

Global Entertainment Robots Market 2016-2020

  • Category : ICT & Media
  • Published On : June   2016
  • Pages : 54
  • Publisher : Technavio
 
 
 
About the Entertainment Robots Market

Entertainment robots are developed for utilitarian purpose in domestic settings to entertain humans, especially children, elderly, guests, or clients. These robots are equipped with microphones, and can recognize voices and cameras to avoid obstacles and identify faces. They can converse, move, sing, dance, and interact with people.
Manufacturers are developing robotic kits that enhance children's knowledge and skills in subjects such as programming, science, and mathematics through design, creation, assembly, and operation of the robots.

Technavio’s analysts forecast the global entertainment robot market to grow at a CAGR of 20.09 % during the period 2016-2020.

Covered in this report
The report covers the present scenario and the growth prospects of the global entertainment robots for 2016-2020. To calculate the market size, the report considers the revenue generated from sales and aftermarket services of entertainment robots.

The market is divided into the following segments based on geography:
• Americas
• APAC
• EMEA

Technavio's report, Global Entertainment Robots Market 2016-2020, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the operating in this market.

Key vendors
• Hasbro
• Lego
• Mattel
• Sphero
• WowWee

Other prominent vendors
• Aldebaran
• Bluefrog Robotics
• Modular Robotics
• Robobuilder
• Robotis
• Toshiba Machines

Market driver
• Boosting STEAM skills in kids
• For a full, detailed list, view our report

Market challenge
• High upfront initial investment for vendors
• For a full, detailed list, view our report

Market trend
• Development of entertainment robots with high AI
• For a full, detailed list, view our report

Key questions answered in this report
• What will the market size be in 2020 and what will the growth rate be?
• What are the key market trends?
• What is driving this market?
• What are the challenges to market growth?
• Who are the in this market space?
• What are the market opportunities and threats faced by the key vendors?
• What are the strengths and weaknesses of the key vendors?

You can request one free hour of our analyst’s time when you purchase this market report. Details are provided within the report.


PART 01: Executive summary
• Highlights

PART 02: Scope of the report
• Market overview
• Top-vendor offerings
• Other prominent vendors

PART 03: Market research methodology
• Research methodology
• Economic indicators

PART 04: Introduction
• Key market highlights

PART 05: Market landscape
• Five forces analysis

PART 06: Market segmentation by product
• Global entertainment robots market by robotic toys
• Global entertainment robots market by educational robots
• Global entertainment robots market by robotic companion pets

PART 07: Geographical segmentation
• Entertainment robots market in EMEA
• Entertainment robots market in APAC
• Entertainment robots market in the Americas

PART 08: Market drivers

PART 09: Impact of drivers

PART 10: Market challenges

PART 11: Impact of drivers and challenges

PART 12: Market trends

PART 13: Vendor landscape
• Competition business overview
• Competition analysis
• Competition financials
• Recent developments

PART 14: Appendix
• List of abbreviations

PART 15: Explore Technavio

List of Exhibits
Exhibit 01: Market split: Based on robot types
Exhibit 02: Market spit: Based on geography
Exhibit 03: Product offerings
Exhibit 04: Other prominent vendors
Exhibit 05: Global entertainment robots market 2016-2020 (millions of units)
Exhibit 06: Five forces analysis
Exhibit 07: Global entertainment robots market by types 2015 (thousands of units)
Exhibit 08: Global entertainment robots market by types 2020 (thousands of units)
Exhibit 09: Global entertainment robots market by robotic toys 2015-2020 (millions of units)
Exhibit 10: Major producers of robotic toys
Exhibit 11: Global entertainment robots market by educational robots 2015-2020 (thousands of units)
Exhibit 12: Major producers of educational robots
Exhibit 13: Global entertainment robots market by robotic companion pets 2015-2020 (thousands of units)
Exhibit 14: Major vendors of pet robotics
Exhibit 15: Global entertainment robots market by geographic segmentation 2015
Exhibit 16: Global entertainment robots market by geographic segmentation 2020
Exhibit 17: Entertainment robots market in EMEA 2015-2020 (millions of units)
Exhibit 18: Entertainment robots market in APAC 2015-2020 (millions of units)
Exhibit 19: Entertainment robots market in the Americas 2015-2020 (thousands of units)
Exhibit 20: Impact of drivers
Exhibit 21: Impact of drivers and challenges
Exhibit 22: Historic VC funding in connected toys 2010-2015 ($ millions)
Exhibit 23: Average VC funding to start-up companies by category 2010-2015
Exhibit 24: Historic VC funding in robotic toys start-ups 2010-2015 ($ millions)
Exhibit 25: Historic VC funding in education and programmable robots
Exhibit 26: Mattel: Geographic sales revenues 2014
Exhibit 27: Aldebaran Robots: Product portfolio
Exhibit 28: Competition financials
Exhibit 29: Recent developments

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