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세계의 엔터테인먼트 로봇 시장 : 예측(2021-2026년)

Entertainment Robot Market - Forecasts from 2021 to 2026

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발행일 2021년 12월 상품코드 1060123
페이지 정보 영문 112 Pages 배송안내 1-2일 (영업일 기준)
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세계의 엔터테인먼트 로봇 시장 : 예측(2021-2026년) Entertainment Robot Market - Forecasts from 2021 to 2026
발행일 : 2021년 12월 페이지 정보 : 영문 112 Pages

본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문목차를 참고해주시기 바랍니다.

세계의 엔터테인먼트 로봇 시장 규모는 2019년에 24억 5,000만 달러를 기록하고, 예측기간 중 21.78%의 CAGR로 확대되어 2026년에 97억 3,200만 달러가 될 것으로 예측됩니다. 시장을 견인하는 요인으로 인공지능을 탑재한 엔터테인먼트 로봇 개발과 연구개발비 증가, 도시화 진전에 의한 소비자의 라이프스타일 변화나 사람들의 가처분 소득 증가 등을 들 수 있습니다.

세계의 엔터테인먼트 로봇(Entertainment Robot) 시장을 조사했으며, 시장 규모와 예측, COVID-19의 영향, 시장 성장 촉진요인 및 과제, 시장 동향, 종류별, 컴포넌트별, 지역별 시장 분석, 경쟁 상황, 주요 기업 개요 등의 체계적인 정보를 제공합니다.

목차

제1장 서론

  • 시장 개요
  • Covid-19 시나리오
  • 시장 정의
  • 시장 세분화

제2장 조사 방법

  • 조사 데이터
  • 가정

제3장 주요 요약

  • 조사 하이라이트

제4장 시장 역학

  • 시장 성장 촉진요인
  • 시장 성장 억제요인
  • Porter's Five Forces 분석
    • 공급 기업의 협상력
    • 신규 참여업체의 위협
    • 구매자의 협상력
    • 대체품의 위협
    • 경쟁 기업간 경쟁 관계
  • 업계의 밸류체인 분석

제5장 엔터테인먼트 로봇 시장 : 종류별

  • 서론
  • 로봇 완구
  • 로봇 반려동물
  • 기타

제6장 엔터테인먼트 로봇 시장 : 컴포넌트별

  • 서론
  • 소프트웨어
  • 하드웨어
    • 센서
    • 제어 시스템
    • 액추에이터
    • 기타

제7장 엔터테인먼트 로봇 시장 : 지역별

  • 서론
  • 북미
    • 미국
    • 캐나다
    • 멕시코
  • 남미
    • 브라질
    • 아르헨티나
    • 기타
  • 유럽
    • 독일
    • 프랑스
    • 영국
    • 스페인
    • 기타
  • 중동과 아프리카
    • 사우디아라비아
    • 아랍에미리트
    • 이스라엘
    • 기타
  • 아시아태평양
    • 중국
    • 일본
    • 인도
    • 호주
    • 대만
    • 태국
    • 인도네시아
    • 기타

제8장 경쟁 환경과 분석

  • 주요 기업과 전략 분석
  • 신흥 기업과 고수익성 시장
  • 합병, 인수, 합의 및 협업
  • 벤더 경쟁력 매트릭스

제9장 기업 개요

  • Lego
  • WowWee Group Limited
  • Sony Corporation
  • Hasbro, Inc.
  • Softbank Robotics
  • Mattel, Inc.
  • Sphero
  • Florida Robotics
  • Bluefrog Robotics
  • Robobuilder
KSM 22.03.18

The entertainment robot market is projected to grow at a CAGR of 21.78% to reach US$9.732 billion by 2026, from US$2.450 billion in 2019. Entertainment Robots are machines created for the sole goal of amusing people rather than for any practical function. Sensors, microphones for speech recognition, and cameras for facial recognition are all included in these robots, allowing them to communicate with people. It may be programmed to perform a dance routine, sing, participate in a trade show or perform multimedia jobs, among other things. It's commonly utilized in the construction of narrative worlds as well as in the sphere of cultural entertainment. The development of entertainment robots with artificial intelligence is a significant driver propelling the entertainment robot industry forward. Furthermore, increased R&D spending leads to constant technological innovation, which will boost the market growth in the next years. Other key drivers of the entertainment robot industry are shifting consumer lifestyles as a result of increased urbanization and people's increasing disposable money.

The market for entertainment robots is expected to expand as artificial intelligence technology advances, the senior population grows, and the demand for animatronics rises. Robot vision, machine learning, and cognitive computing are all included in the entertainment robots, which aid in learning and communicating with one another, as well as decision-making. This is an excellent component for propelling the sector forward. On the 9th of January 2018, Sony Corporation launched an entertainment robot that used artificial intelligence and analytics to control the robots' motions. The development of humanoid robots is one of the most important developments in the entertainment robotics market. Sarcos Corp., located in the United States, has created smart and successful humanoid robots as well as virtual reality platforms. The firm creates entertainment robots that are both sturdy and hypersensitive.

Geographically, the European entertainment robot industry is driven by high disposable income and the presence of a developed market. Also, as a result of the arrival of a number of well-known worldwide suppliers, the market in this region will continue to develop steadily. Similarly, the geographical market share of the North American Entertainment Robot market is influenced by the early acceptance of technology and fast-speed developments, as well as substantial R&D expenditure in robotics. Due to rising consumer purchasing power, the APAC market is estimated to develop at a high CAGR throughout the forecast period. The expansion of the APAC Entertainment Robot market is aided by the increasing number of players in Japan and South Korea.

Growth Factors

Growing technological advancements and increasing investments in R&D

One of the major reasons for the growth of the entertainment robot market is growing technological advancements coupled with the increasing investments in the research and development of artificial intelligence technology and its use in children's toys, as well as increased demand for animatronics in the coming years. For instance, Amazon debuted Astro, its first home robot, in 2021. Astro is a three-wheeled robot that can transport items from room to room, video chat, play music, keep a watch on your house while you're gone, and more. Astro is a mash-up of a number of Amazon's other devices mounted on wheels. Astro also provides information regarding sports scores or the weather and enables the users to see movies or other entertainment shows.

Promising growth potential is shown by the industry

With increasing automation across several industry verticals, the entertainment industry has been increasingly adapting entertainment robots for better efficiency and lower risk to lives. Furthermore, the growing adoption of these robots in the household sector is expected to support the market. Data from the International Federation of Robotics shows that the number of entertainment robots in 2019 was 4.6 million units which increased to around 5 million in 2020. This number is further projected to reach 6.7 million units by 2023.

Restraints

High initial investments and lack of skilled labor restrain the market growth

A major restraint in the growth of the entertainment robot market is the high initial investment in the production of entertainment robots and the lack of skilled labor. The requirement of skilled labor for the production of entrainment robots and the high initial investments has deprived new entrants in the entertainment robot market limiting its market growth during the forecast period.

Recent Developments

February 2021, Product Launch. Engineer's art, a global leader in the entertainment robot industry, launched its latest humanoid entertainment robot, Cleo. Cleo has the capability to entertain people through its gesticulates, impressions, and signs. The product is amid to entertain and make people laugh.

Impact of COVID-19 on the Entertainment Robot Market

The COVID-19 impact on the entertainment robot market has been resilient. The production halt by industries due to the temporary lockdown implemented by several governments to break the cycle of the virus did impact the market. The unfavorable conditions risen due to the COVID-19 virus have had a negative impact on the entertainment robot market.

Segmentation:

By Type

  • Robotic Toys
  • Robotic Companion Pet
  • Others

By Component

  • Software
  • Hardware
  • Sensor
  • Control System
  • Actuator
  • Others

By Geography

  • North America
    • USA
    • Canada
    • Mexico
  • South America
    • Brazil
    • Argentina
    • Others
  • Europe
    • UK
    • Germany
    • France
    • Spain
    • Others
  • Middle East and Africa
    • Saudi Arabia
    • Israel
    • Others
  • Asia Pacific
    • Japan
    • China
    • India
    • Indonesia
    • Taiwan
    • Thailand
    • Others

Table of Contents

1. Introduction

  • 1.1. Market Overview
  • 1.2. Covid-19 Scenario
  • 1.3. Market Definition
  • 1.4. Market Segmentation

2. Research Methodology

  • 2.1. Research Data
  • 2.2. Assumptions

3. Executive Summary

  • 3.1. Research Highlights

4. Market Dynamics

  • 4.1. Market Drivers
  • 4.2. Market Restraints
  • 4.3. Porter's Five Forces Analysis
    • 4.3.1. Bargaining Power of Suppliers
    • 4.3.2. Bargaining Power of Buyers
    • 4.3.3. Threat of New Entrants
    • 4.3.4. Threat of Substitutes
    • 4.3.5. Competitive Rivalry in the Industry
  • 4.4. Industry Value Chain Analysis

5. Entertainment Robot Market, By Type

  • 5.1. Introduction
  • 5.2. Robotic Toys
  • 5.3. Robotic Companion Pets
  • 5.4. Others

6. Entertainment Robot Market, By Component

  • 6.1. Introduction
  • 6.2. Software
  • 6.3. Hardware
    • 6.3.1. Sensor
    • 6.3.2. Control System
    • 6.3.3. Actuator
    • 6.3.4. Others

7. Entertainment Robot Market, By Geography

  • 7.1. Introduction
  • 7.2. North America
    • 7.2.1. United States
    • 7.2.2. Canada
    • 7.2.3. Mexico
  • 7.3. South America
    • 7.3.1. Brazil
    • 7.3.2. Argentina
    • 7.3.3. Others
  • 7.4. Europe
    • 7.4.1. Germany
    • 7.4.2. France
    • 7.4.3. UK
    • 7.4.4. Spain
    • 7.4.5. Others
  • 7.5. Middle East and Africa
    • 7.5.1. Saudi Arabia
    • 7.5.2. UAE
    • 7.5.3. Israel
    • 7.5.4. Others
  • 7.6. Asia Pacific
    • 7.6.1. China
    • 7.6.2. Japan
    • 7.6.3. India
    • 7.6.4. Australia
    • 7.6.5. Taiwan
    • 7.6.6. Thailand
    • 7.6.7. Indonesia
    • 7.6.8. Others

8. Competitive Environment and Analysis

  • 8.1. Major Players and Strategy Analysis
  • 8.2. Emerging Players and Market Lucrativeness
  • 8.3. Mergers, Acquisitions, Agreements, and Collaborations
  • 8.4. Vendor Competitiveness Matrix

9. Company Profiles

  • 9.1. Lego
  • 9.2. WowWee Group Limited
  • 9.3. Sony Corporation
  • 9.4. Hasbro, Inc.
  • 9.5. Softbank Robotics
  • 9.6. Mattel, Inc.
  • 9.7. Sphero
  • 9.8. Florida Robotics
  • 9.9. Bluefrog Robotics
  • 9.10. Robobuilder
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