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1626546

세계의 엔터테인먼트 로봇 시장 규모 : 유형별, 용도별, 기능별, 지역별, 범위 및 예측

Global Entertainment Robots Market Size By Type of Entertainment Robots, By Application, By Functionality, By Geographic Scope And Forecast

발행일: | 리서치사: Verified Market Research | 페이지 정보: 영문 202 Pages | 배송안내 : 2-3일 (영업일 기준)

    
    
    



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

엔터테인먼트 로봇 시장 규모와 예측

엔터테인먼트 로봇은 레크리에이션 및 레저 활동을 위해 설계된 대화형 장치로 로봇 반려동물, 휴머노이드 로봇, 프로그래머블 로봇 등을 포함합니다. 이 로봇은 첨단 AI와 센서를 통해 재미, 교우 관계, 참여를 제공합니다.

엔터테인먼트 로봇은 가정, 교육 환경, 공공 공간 등 다양한 장면에서 응용됩니다.

가정에서는 어린이부터 성인까지 함께 놀거나 인터랙티브한 완구로서 그림책 읽기, 게임, 개인화된 인터랙션 등의 액티비티를 제공합니다. 교육 환경에서는 재미 있고 대화식 방식으로 코딩과 로봇 공학을 가르치는 데 사용됩니다. 또한, 쇼핑몰과 유원지와 같은 공공 장소에서는 방문자를 유치하고 즐겁게하기 위해 채택되어 전반적인 고객 경험을 향상시킵니다.

세계 엔터테인먼트 로봇 시장 역학

주요 시장 성장 촉진요인

인공지능의 진보: AI 기술의 급속한 개발은 엔터테인먼트 로봇의 능력을 강화하고, 보다 세련된 상호작용, 개인화된 경험, 적응 행동을 가능하게 하여 소비자의 관심과 채용을 촉진합니다. 전미과학재단(NSF)이 2024년 1월 발표한 보고서에 따르면 AI를 활용한 엔터테인먼트 로봇의 능력은 전년 대비 35% 향상되었습니다. 여기에는 자연어 처리, 감정 인식, 적응 학습 알고리즘의 개선이 포함됩니다.

인터랙티브하고 매력적인 경험에 대한 수요 증가: 소비자들은 혁신적이고 인터랙티브한 엔터테인먼트를 점점 더 추구하고 있으며, 어린이부터 성인까지 매력적이고 인터랙티브한 몰입형 경험을 제공하는 로봇에 수요가 증가하고 있습니다. 미국 노동 통계국이 2023년 12월에 발표한 바에 따르면 로봇 엔터테인먼트 산업의 고용은 2023년에 12% 증가했지만, 이는 대화형 체험에 대한 소비자 수요 증가를 반영하고 있습니다.

가전제품에서 로봇 공학의 인기 상승 : 스마트 장난감이나 홈 어시스턴트 등 일상적으로 사용되는 가전제품에 로봇 공학의 통합은 고급 로봇 기능을 보다 친숙하고 매력적인 것으로 함으로써 엔터테인먼트 로봇 시장을 밀어줍니다. 소비자기술협회(CTA)가 2024년 2월에 발표한 조사에 따르면 로봇형 홈 어시스턴트의 매출은 2023년에 28% 증가하고 2025년까지 성장이 계속될 것으로 예측되고 있습니다.

교육용 로봇의 확대 : STEM의 개념이나 프로그래밍 스킬을 가르치기 위해 교육 현장에서 로봇을 사용할 기회가 늘어남에 따라 로봇 기술에 대한 관심과 친숙함이 생겨 교육 및 엔터테인먼트 분야에서 시장 성장에 기여합니다. 미국 교육부는 2024년 3월에 미국 유치원에서 고등학교까지 학교의 65%가 교육용 로봇 공학을 어떤 형태로 교육 과정에 도입했으며 2022년 45%에서 증가하고 있다고 보고했습니다.

주요 과제

기술적 한계와 신뢰성 문제: 엔터테인먼트 로봇은 배터리 수명 제한, 조작상의 결함, 신뢰성 문제 등의 기술적 과제에 직면하는 경우가 많으며, 사용자의 만족도에 영향을 미치며 그 매력 저하 될 수 있습니다. 2024년 1월 소비자제품안전위원회(CPSC) 보고에 따르면 2023년 보고된 엔터테인먼트 로봇의 고장은 전년 대비 15% 증가하고 배터리 관련 문제는 불만의 40%를 차지 네.

프라이버시 및 보안에 대한 우려: 엔터테인먼트 로봇이 개인 데이터를 수집하고 처리함에 따라 프라이버시 및 데이터 보안에 대한 우려가 생겨 소비자를 멀리하고 규제 준수를 복잡하게 할 수 있습니다. 미국 연방거래위원회(FTC)는 2023년 12월 엔터테인먼트 로봇을 포함한 스마트 기기의 데이터 프라이버시에 대한 불만이 2023년 22% 증가했다고 보고했습니다.

시장 포화와 경쟁: 엔터테인먼트 로봇 시장 진출기업의 수가 증가하고 있기 때문에 경쟁이 치열하여 신규 진출기업이 제품을 차별화하여 시장 점유율을 얻는 것은 어렵습니다. 미국 중소기업청(SBA)이 2024년 2월 발표한 보고서에 따르면 엔터테인먼트 로봇 분야의 신흥기업 수는 2023년 30% 증가해 시장 경쟁이 격화되고 있습니다.

제한된 소비자 인식 및 채용: 기술의 진보에도 불구하고, 엔터테인먼트 로봇의 장점과 기능성에 대한 소비자의 인식과 이해는 여전히 제한적이며, 보급과 시장 성장을 방해할 가능성 있습니다. Pew Research Center가 2023년 11월에 실시한 조사에 따르면 엔터테인먼트 로봇의 고급 기능을 아는 미국인 가구는 불과 35%에 그치고 소비자의 인식에는 큰 격차가 있음을 보여줍니다.

주요 동향

인공지능과 머신러닝의 통합: 엔터테인먼트 로봇은 상호작용성, 개인화, 적응 행동을 강화하고 보다 매력적이고 사용자의 취향에 대응하기 위해 AI와 머신러닝을 도입하는 경향이 강해지고 있습니다. 2024년 2월에 발표된 미국립 표준기술연구소(NIST)의 보고서에 따르면 소비자용 로봇에서의 AI와 머신러닝의 이용은 2023년 전년 대비 45% 증가했습니다.

증강현실과 가상현실의 대두: 엔터테인먼트 로봇과 증강현실과 가상현실 기술의 융합은 몰입형 경험을 만들어 사용자는 보다 역동적이고 현실적인 가상 환경에서 로봇과 상호 작용할 수 있습니다. 예를 들어, 2024년 3월, Meta(구 Facebook)는 「MetaBot」프로젝트를 발표해, 고도의 로봇 공학과 AR/VR 기술을 조합하는 것으로, 메타버스에 있어서의 몰입형의 양방향 체험을 실현했습니다.

감정 서포트용 컴패니언 로봇의 성장 : 로봇과의 양방향적이고 공감적인 관계를 요구하는 개인의 요구에 부응하여, 감정 서포트나 동반을 목적으로 한 로봇의 개발 동향이 높아지고 있습니다. 2023년 12월에 발표된 미국립위생연구소(NIH)의 연구에 따르면, 치료 현장에서의 컴패니언 로봇의 사용은 2023년에 60% 증가하여 환자의 감정적 행복이 현저하게 개선되었습니다.

목차

제1장 서론

  • 시장의 정의
  • 시장 세분화
  • 조사 방법

제2장 주요 요약

  • 주요 조사 결과
  • 시장 개요
  • 시장 하이라이트

제3장 시장 개요

  • 시장 규모와 성장 가능성
  • 시장 동향
  • 시장 성장 촉진요인
  • 시장 성장 억제요인
  • 시장 기회
  • Porter's Five Forces 분석

제4장 엔터테인먼트 로봇 시장 : 엔터테인먼트 로봇 유형별

  • 휴머노이드 로봇
  • 애니매트로닉스 로봇
  • 로봇 반려동물
  • 로봇 장난감

제5장 엔터테인먼트 로봇 시장 : 용도 분야별

  • 테마파크와 어트랙션
  • 홈엔터테인먼트
  • 교육기관
  • 이벤트·공연

제6장 엔터테인먼트 로봇 시장 : 기능별

  • 인터랙티브 엔터테인먼트
  • 엔터테인먼트 프로그래밍
  • 커스터마이징 및 개인화
  • 증강현실(AR)과 가상현실(VR)의 통합

제7장 지역 분석

  • 북미
  • 미국
  • 캐나다
  • 멕시코
  • 유럽
  • 영국
  • 독일
  • 프랑스
  • 이탈리아
  • 아시아태평양
  • 중국
  • 일본
  • 인도
  • 호주
  • 라틴아메리카
  • 브라질
  • 아르헨티나
  • 칠레
  • 중동 및 아프리카
  • 남아프리카
  • 사우디아라비아
  • 아랍에미리트(UAE)

제8장 시장 역학

  • 시장 성장 촉진요인
  • 시장 성장 억제요인
  • 시장 기회
  • 시장에 대한 COVID-19의 영향

제9장 경쟁 구도

  • 주요 기업
  • 시장 점유율 분석

제10장 기업 프로파일

  • Hasbro
  • Mattel
  • The Lego Group
  • Sony Corporation
  • Sphero
  • Bluefrog Robotics
  • Robobuilder
  • WowWee Group Limited

제11장 시장 전망과 기회

  • 신흥기술
  • 향후 시장 동향
  • 투자 기회

제12장 부록

  • 약어 목록
  • 출처와 참고문헌
JHS 25.02.04

Entertainment Robots Market Size And Forecast

Entertainment robots are interactive devices designed for recreational and leisure activities, including robotic pets, humanoid robots, and programmable robots. They offer enjoyment, companionship, and engagement with advanced AI and sensors.

Entertainment robots find applications across various settings including homes, educational environments, and public spaces.

In homes, they serve as companions and interactive toys for children and adults alike, offering activities such as storytelling, games, and personalized interactions. In educational environments, they are used to teach coding and robotics in a fun and interactive way. Additionally, they are employed in public spaces like shopping malls and amusement parks to attract and entertain visitors, enhancing overall customer experiences.

Global Entertainment Robots Market Dynamics

The key market dynamics that are shaping the global entertainment robots market include:

Key Market Drivers

Advancements in Artificial Intelligence: The rapid development of AI technologies enhances the capabilities of entertainment robots, enabling more sophisticated interactions, personalized experiences, and adaptive behaviors that drive consumer interest and adoption. According to a report by the National Science Foundation (NSF) released in January 2024, AI-driven entertainment robots saw a 35% increase in capabilities over the previous year. This includes improvements in natural language processing, emotion recognition, and adaptive learning algorithms.

Growing Demand for Interactive and Engaging Experiences: Consumers increasingly seek innovative and interactive forms of entertainment, fueling demand for robots that offer engaging, interactive, and immersive experiences for both children and adults. The U.S. Bureau of Labor Statistics reported in December 2023 that employment in the robotics entertainment industry grew by 12% in 2023, reflecting the increasing consumer demand for interactive experiences.

Rising Popularity of Robotics in Consumer Electronics: The integration of robotics into everyday consumer electronics, such as smart toys and home assistants, boosts the entertainment robots market by making advanced robotic features more accessible and appealing. A study by the Consumer Technology Association (CTA) in February 2024 showed that sales of robotic home assistants increased by 28% in 2023, with projections for continued growth through 2025.

Expansion of Educational Robotics: The increasing use of robots in educational settings to teach STEM concepts and programming skills generates interest and familiarity with robotic technology, contributing to market growth in both educational and entertainment contexts. The U.S. Department of Education reported in March 2024 that 65% of K-12 schools in the United States now incorporate some form of educational robotics in their curriculum, up from 45% in 2022.

Key Challenges:

Technical Limitations and Reliability Issues: Entertainment robots often face technical challenges such as limited battery life, operational glitches, and reliability issues, which can affect user satisfaction and reduce their appeal. According to a report by the Consumer Product Safety Commission (CPSC) in January 2024, there was a 15% increase in reported malfunctions of entertainment robots in 2023 compared to the previous year, with battery-related issues accounting for 40% of complaints.

Privacy and Security Concerns: As entertainment robots increasingly collect and process personal data, concerns about privacy and data security arise, potentially deterring consumers and complicating regulatory compliance. The Federal Trade Commission (FTC) reported in December 2023 that complaints related to data privacy in smart devices, including entertainment robots, increased by 22% in 2023.

Market Saturation and Competition: The growing number of companies entering the entertainment robots market creates intense competition, making it challenging for new entrants to differentiate their products and gain market share. The U.S. Small Business Administration (SBA) released a report in February 2024 showing that the number of startups in the entertainment robotics sector increased by 30% in 2023, intensifying market competition.

Limited Consumer Awareness and Adoption: Despite technological advancements, consumer awareness and understanding of the benefits and functionalities of entertainment robots are still limited, which can hinder widespread adoption and market growth. A survey conducted by the Pew Research Center in November 2023 found that only 35% of American households were familiar with advanced features of entertainment robots, indicating a significant gap in consumer awareness.

Key Trends

Integration of Artificial Intelligence and Machine Learning: Entertainment robots are increasingly incorporating AI and machine learning to enhance interactivity, personalization, and adaptive behaviors, making them more engaging and responsive to user preferences. According to a report by the National Institute of Standards and Technology (NIST) released in February 2024, the use of AI and machine learning in consumer robotics increased by 45% in 2023 compared to the previous year.

Rise of Augmented and Virtual Reality: The convergence of entertainment robots with augmented and virtual reality technologies is creating immersive experiences, allowing users to interact with robots in more dynamic and realistic virtual environments. For instance, In March 2024, Meta (formerly Facebook) unveiled its "MetaBot" project, combining advanced robotics with AR/VR technology to create immersive, interactive experiences in the metaverse.

Growth of Companion Robots for Emotional Support: There is a growing trend towards developing robots designed for emotional support and companionship, catering to the needs of individuals seeking interactive and empathetic relationships with their robots. A study by the National Institutes of Health (NIH) published in December 2023 found that the use of companion robots in therapeutic settings increased by 60% in 2023, with notable improvements in patient emotional well-being.

Global Entertainment Robots Market Regional Analysis

Here is a more detailed regional analysis of the global entertainment robots market:

North America:

North America holds a significant share of the entertainment robots market, driven by the high adoption rate of advanced technologies and strong consumer spending on innovative entertainment solutions. The U.S. Patent and Trademark Office reported in April 2024 that patent filings related to entertainment robotics increased by 40% in 2023, indicating strong innovation in the sector.

The presence of major tech companies and startups in the United States and Canada fosters continuous innovation in robotics. For instance, In May 2024, Amazon announced the expansion of its robotics division in Boston, with plans to invest $500 million over the next five years in developing advanced home entertainment robots.

Additionally, a robust retail infrastructure and widespread internet penetration support the distribution and accessibility of entertainment robots. The region's emphasis on AI and robotics research further propels market growth.

Asia Pacific:

The Asia Pacific region is experiencing rapid growth in the entertainment robots market, driven by countries such as Japan, China, and South Korea. According to a report by the Asian Development Bank released in March 2024, the entertainment robots market in the Asia Pacific region grew by 28% in 2023, outpacing global growth rates.

Japan, in particular, is a global leader in robotics technology, with a long-standing tradition of innovation in this field. The region's large consumer base, increasing disposable income, and growing interest in high-tech entertainment solutions contribute to market growth. The Japan Robot Association (JARA) reported in February 2024 that Japan's robotics industry, including entertainment robots, contributed ¥2.8 trillion (approximately USD 25 Billion) to the country's economy in 2023, a 15% increase from the previous year.

Furthermore, the expansion of e-commerce platforms in Asia Pacific enhances the accessibility and distribution of entertainment robots. A report by the Asia Pacific E-commerce Association in January 2024 showed that online sales of entertainment robots in the region grew by 40% in 2023, with mobile commerce accounting for 65% of these sales.

Global Entertainment Robots Market: Segmentation Analysis

The Global Entertainment Robots Market is Segmented on the basis of Type of Entertainment Robots, Application, Functionality and Geography.

Entertainment Robots Market, By Type of Entertainment Robots

  • Humanoid Robots
  • Animatronic Robots
  • Robotic Pets
  • Robotic Toys

Based on Type of Entertainment Robots, the Global Entertainment Robots Market is bifurcated into Humanoid Robots, Animatronic Robots, Robotic Pets, and Robotic Toys. In the entertainment robots market, humanoid robots are the dominating segment due to their advanced capabilities, interactive features, and widespread applications in both personal and commercial environments. However, Robotic Pets are the rapidly growing segment, driven by their appeal to consumers seeking companionship and interactive experiences in a more approachable and emotionally engaging format. The increasing development of realistic and responsive robotic pets is fueling their popularity and expansion in the market.

Entertainment Robots Market, By Application Areas

  • Theme Parks and Attractions
  • Home Entertainment
  • Educational Institutions
  • Events and Performances

Based on Application Areas, the Global Entertainment Robots Market is bifurcated into Theme Parks and Attractions, Home Entertainment, Educational Institutions, Events and Performances. In the entertainment robots market, theme parks and attractions are the dominating segment due to their significant investments in advanced robotics to enhance visitor experiences and create immersive environments. However, home entertainment is the rapidly growing segment, driven by increasing consumer interest in interactive and engaging robots for personal use, such as robotic pets and toys. This growth is supported by advancements in robotics technology that make home entertainment robots more affordable and appealing to a broader audience.

Entertainment Robots Market, By Functionality

  • Interactive Entertainment
  • Entertainment Programming
  • Customization and Personalization
  • Augmented Reality (AR) and Virtual Reality (VR) Integration

Based on Functionality, the Global Entertainment Robots Market is bifurcated into Interactive Entertainment, Entertainment Programming, Customization and Personalization, Augmented Reality (AR) and Virtual Reality (VR) Integration. In the entertainment robots market, interactive entertainment is the dominating segment, as robots designed for engaging, real-time interaction with users are highly sought after for both personal and commercial applications. However, Augmented Reality (AR) and Virtual Reality (VR) Integration is the rapidly growing segment, driven by the increasing demand for immersive and interactive experiences. The integration of AR and VR technologies into entertainment robots is enhancing their functionality and appeal, creating new and exciting opportunities for users to interact with robots in dynamic virtual environments.

Entertainment Robots Market, By Geography

  • North America
  • Europe
  • Asia Pacific
  • Rest of the World

Based on Geography, the Global Entertainment Robots Market is classified into North America, Europe, Asia Pacific, and the Rest of the World. In the entertainment robots market, North America is the dominating region due to its advanced technological infrastructure, high consumer spending on innovative technologies, and a strong presence of key market players. However, the Asia Pacific region is the rapidly growing segment, fueled by increasing disposable incomes, expanding middle-class populations, and a rising interest in robotics and interactive technologies. Countries like Japan, China, and South Korea are leading this growth, as they invest heavily in developing and adopting cutting-edge entertainment robots.

Key Players

The "Global Entertainment Robots Market" study report will provide valuable insight with an emphasis on the global market. The major players in the market are Hasbro, Mattel, The Lego Group, Sony Corporation, Sphero, Bluefrog Robotics, Robobuilder, WowWee Group Limited.

Our market analysis also entails a section solely dedicated to such major players wherein our analysts provide an insight into the financial statements of all the major players, along with its product benchmarking and SWOT analysis. The competitive landscape section also includes key development strategies, market share, and market ranking analysis of the above-mentioned players globally.

Entertainment Robots Market Key Developments

  • In October 2023, WowWee released the new Robosapien X, an advanced version of its popular entertainment robot, featuring more refined motor functions and interactive play modes. The updated model provides a more engaging and versatile play experience for users of all ages.
  • In February 2024, Ubtech Robotics launched the Walker X, a new bipedal humanoid robot designed for both entertainment and assistance. The Walker X features improved mobility and AI capabilities, enabling it to interact with users in dynamic environments and perform various household tasks.

TABLE OF CONTENTS

1. Introduction

  • Market Definition
  • Market Segmentation
  • Research Methodology

2. Executive Summary

  • Key Findings
  • Market Overview
  • Market Highlights

3. Market Overview

  • Market Size and Growth Potential
  • Market Trends
  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Porter's Five Forces Analysis

4. Entertainment Robots Market, By Type of Entertainment Robots

  • Humanoid Robots
  • Animatronic Robots
  • Robotic Pets
  • Robotic Toys

5. Entertainment Robots Market, By Application Areas

  • Theme Parks and Attractions
  • Home Entertainment
  • Educational Institutions
  • Events and Performances

6. Entertainment Robots Market, By Functionality

  • Interactive Entertainment
  • Entertainment Programming
  • Customization and Personalization
  • Augmented Reality (AR) and Virtual Reality (VR) Integration

7. Regional Analysis

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • United Kingdom
  • Germany
  • France
  • Italy
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • Latin America
  • Brazil
  • Argentina
  • Chile
  • Middle East and Africa
  • South Africa
  • Saudi Arabia
  • UAE

8. Market Dynamics

  • Market Drivers
  • Market Restraints
  • Market Opportunities
  • Impact of COVID-19 on the Market

9. Competitive Landscape

  • Key Players
  • Market Share Analysis

10. Company Profiles

  • Hasbro
  • Mattel
  • The Lego Group
  • Sony Corporation
  • Sphero
  • Bluefrog Robotics
  • Robobuilder
  • WowWee Group Limited

11. Market Outlook and Opportunities

  • Emerging Technologies
  • Future Market Trends
  • Investment Opportunities

12. Appendix

  • List of Abbreviations
  • Sources and References
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