ICT & Media

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

  • GRA2874700
  • 169 Pages
  • August 2018
  • ICT & Media
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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.

Table of Contents

1 Introduction 7

1.1 Industry Definition and Research Scope 7

1.1.1 Industry Definition 7

1.1.2 Research Scope 8

1.2 Research Methodology 9

1.2.1 Overview of Market Research Methodology 9

1.2.2 Market Assumption 10

1.2.3 Secondary Data 10

1.2.4 Primary Data 10

1.2.5 Data Filtration and Model Design 11

1.2.6 Market Size/Share Estimation 12

1.2.7 Research Limitations 13

1.3 Executive Summary 14

2 Market Overview and Qualitative Analysis 16

2.1 Market Size and Forecast 16

2.2 Major Growth Drivers 18

2.3 Market Restraints and Challenges 24

2.4 Emerging Opportunities and Market Trends 27

2.5 Porter’s Fiver Forces Analysis 31

3 Segmentation of Global Market by Component 36

3.1 Market Overview by Component 36

3.2 Global Entertainment and Leisure Robot Hardware Market 2014-2025 39

3.3 Global Entertainment and Leisure Robot Software Market 2014-2025 40

3.4 Global Entertainment and Leisure Robot Services Market 2014-2025 41

4 Segmentation of Global Market by Application 43

4.1 Market Overview by Application 43

4.2 Global Robotic Toys & Hobby Systems Market 2014-2025 46

4.3 Global Education & Research Robots Market 2014-2025 53

4.4 Global Robotic Companion Pets Market 2014-2025 55

4.5 Global Commercial & Art Robots Market 2014-2025 57

5 Segmentation of Global Market by End-user 59

5.1 Market Overview by End-user 59

5.2 Global Entertainment and Leisure Robots Market for Household Sector 2014-2025 62

5.2.1 Global Entertainment and Leisure Robots Market for Children 2014-2025 64

5.2.2 Global Entertainment and Leisure Robots Market for Elderly People 2014-2025 65

5.2.3 Global Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 66

5.3 Global Entertainment and Leisure Robots Market for Commercial Sector 2014-2025 67

5.3.1 Global Entertainment and Leisure Robots Market for Live Performances 2014-2025 69

5.3.2 Global Entertainment and Leisure Robots Market for Amusement Parks 2014-2025 71

5.3.3 Global Entertainment and Leisure Robots Market for Museums 2014-2025 72

5.3.4 Global Entertainment and Leisure Robots Market for Other Entertainment Venues 2014-2025 73

6 Segmentation of Global Market by Region 74

6.1 Geographic Market Overview by Region 2014-2025 74

6.2 North America Market 2014-2025 by Country 78

6.2.1 Overview of North America Market 78

6.2.2 U.S. Market 81

6.2.3 Canadian Market 84

6.3 European Market 2014-2025 by Country 86

6.3.1 Overview of European Market 86

6.3.2 Germany 90

6.3.3 UK 92

6.3.4 France 94

6.3.5 Russia 96

6.3.6 Italy 98

6.3.7 Rest of European Market 100

6.4 Asia-Pacific Market 2014-2025 by Country 102

6.4.1 Overview of Asia-Pacific Market 102

6.4.2 Japan 106

6.4.3 China 109

6.4.4 India 111

6.4.5 Australia 113

6.4.6 South Korea 115

6.4.7 Rest of APAC Region 117

6.5 Latin America Market 2014-2025 by Country 118

6.5.1 Argentina 121

6.5.2 Brazil 123

6.5.3 Mexico 125

6.5.4 Rest of Latin America Market 127

6.6 Rest of World Market 2014-2025 by Country 128

6.6.1 Iran 131

6.6.2 Saudi Arabia 133

6.6.3 UAE 135

6.6.4 Other National Markets 137

7 Competitive Landscape 138

7.1 Overview of Key Vendors 138

7.2 Company Profiles 142

8 Investing in Global Market: Risk Assessment and Management 163

8.1 Risk Evaluation of Global Market 163

8.2 Critical Success Factors (CSFs) 166

RELATED REPORTS AND PRODUCTS 169

List of Tables:

Table 1. Snapshot of Global Entertainment and Leisure Robots Market, 2017-2025 15

Table 2. Main Product Trends and Market Opportunities in Global Entertainment and Leisure Robots Market 27

Table 3. Global Entertainment and Leisure Robots Market by Component, 2014-2025, $ mn 37

Table 4. Global Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 44

Table 5. Global Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 60

Table 6. Global Entertainment & Leisure Robots Market in Household Sector by End-user, 2014-2025, $ mn 63

Table 7. Global Entertainment & Leisure Robots Market in Commercial Sector by End-user, 2014-2025, $ mn 68

Table 8. Global Entertainment and Leisure Robots Market by Region, 2014-2025, $ mn 75

Table 9. Leading National Entertainment and Leisure Robots Market by Revenue, 2017 and 2025, $ mn 77

Table 10. North America Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 80

Table 11. U.S. Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 82

Table 12. U.S. Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 82

Table 13. Canada Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 85

Table 14. Canada Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 85

Table 15. Europe Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 89

Table 16. Germany Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 91

Table 17. Germany Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 91

Table 18. UK Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 93

Table 19. UK Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 93

Table 20. France Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 95

Table 21. France Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 95

Table 22. Russia Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 97

Table 23. Russia Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 97

Table 24. Italy Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 99

Table 25. Italy Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 99

Table 26. APAC Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 104

Table 27. Japan Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 108

Table 28. Japan Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 108

Table 29. China Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 110

Table 30. China Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 110

Table 31. India Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 112

Table 32. India Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 112

Table 33. Australia Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 114

Table 34. Australia Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 114

Table 35. South Korea Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 116

Table 36. South Korea Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 116

Table 37. Latin America Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 120

Table 38. Argentina Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 122

Table 39. Argentina Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 122

Table 40. Brazil Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 124

Table 41. Brazil Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 124

Table 42. Mexico Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 126

Table 43. Mexico Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 126

Table 44. RoW Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 130

Table 45. Iran Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 132

Table 46. Iran Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 132

Table 47. Saudi Arabia Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 134

Table 48. Saudi Arabia Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 134

Table 49. UAE Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 136

Table 50. UAE Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 136

Table 51. Main Vendors and Product Offerings 140

Table 52. RoboBuilder Revenue Segmentation by Region, 2017 155

Table 53. Risk Evaluation for Investing in Global Market, 2017-2025 164

Table 54. Critical Success Factors and Key Takeaways 167

 
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