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

  • Report Code : 341959
  • Industry : Telecom and IT
  • Published On : Sep 2018
  • Pages : 158
  • Publisher : Grace Market Data
  • Format: WMR PPT FormatWMR PDF Format

The aggregated revenue of global home entertainment and leisure robots market is expected to reach $24.95 billion during 2018-2025 owing to a growing adoption of all types of entertainment and leisure robots in households across the globe. Highlighted with 52 tables and 71 figures, this 158-page report "Global Home 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 home 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 domestic 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 On basis of end-user, the global market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment. • Children • Elderly People • Guests/Clients 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 key entertainment and leisure robot vendors including market leaders and important emerging players. Specifically, potential risks associated with investing in global home-based 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. Key Players: 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

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 Hardware Market for Home Entertainment and Leisure Robots 2014-2025 39
3.3 Global Software Market for Home Entertainment and Leisure Robots 2014-2025 40
3.4 Global Services Market for Home Entertainment and Leisure Robots 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
5 Segmentation of Global Market by End-user 57
5.1 Market Overview by End-user 57
5.2 Global Home Entertainment and Leisure Robots Market for Children 2014-2025 60
5.3 Global Home Entertainment and Leisure Robots Market for Elderly People 2014-2025 61
5.4 Global Home Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 62
6 Segmentation of Global Market by Region 63
6.1 Geographic Market Overview by Region 2014-2025 63
6.2 North America Market 2014-2025 by Country 67
6.2.1 Overview of North America Market 67
6.2.2 U.S. Market 70
6.2.3 Canadian Market 73
6.3 European Market 2014-2025 by Country 75
6.3.1 Overview of European Market 75
6.3.2 Germany 79
6.3.3 UK 81
6.3.4 France 83
6.3.5 Russia 85
6.3.6 Italy 87
6.3.7 Rest of European Market 89
6.4 Asia-Pacific Market 2014-2025 by Country 91
6.4.1 Overview of Asia-Pacific Market 91
6.4.2 Japan 95
6.4.3 China 98
6.4.4 India 100
6.4.5 Australia 102
6.4.6 South Korea 104
6.4.7 Rest of APAC Region 106
6.5 Latin America Market 2014-2025 by Country 107
6.5.1 Argentina 110
6.5.2 Brazil 112
6.5.3 Mexico 114
6.5.4 Rest of Latin America Market 116
6.6 Rest of World Market 2014-2025 by Country 117
6.6.1 Iran 120
6.6.2 Saudi Arabia 122
6.6.3 UAE 124
6.6.4 Other National Markets 126
7 Competitive Landscape 127
7.1 Overview of Key Vendors 127
7.2 Company Profiles 131
8 Investing in Global Market: Risk Assessment and Management 152
8.1 Risk Evaluation of Global Market 152
8.2 Critical Success Factors (CSFs) 155
RELATED REPORTS AND PRODUCTS 158


List of Tables:
Table 1.  Snapshot of Global Home Entertainment and Leisure Robots Market, 2017-2025 15
Table 2.  Main Product Trends and Market Opportunities in Global Home Entertainment and Leisure Robots Market 27
Table 3. Global Home Entertainment and Leisure Robots Market by Component, 2014-2025, $ mn 37
Table 4. Global Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 44
Table 5. Global Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 58
Table 6. Global Home Entertainment and Leisure Robots Market by Region, 2014-2025, $ mn 64
Table 7.  Leading National Home Entertainment and Leisure Robots Market by Revenue, 2017 and 2025, $ mn 66
Table 8. North America Home Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 69
Table 9. U.S. Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 71
Table 10. U.S. Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 71
Table 11. Canada Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 74
Table 12. Canada Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 74
Table 13. Europe Home Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 78
Table 14. Germany Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 80
Table 15. Germany Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 80
Table 16. UK Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 82
Table 17. UK Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 82
Table 18. France Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 84
Table 19. France Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 84
Table 20. Russia Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 86
Table 21. Russia Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 86
Table 22. Italy Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 88
Table 23. Italy Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 88
Table 24. APAC Home Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 93
Table 25. Japan Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 97
Table 26. Japan Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 97
Table 27. China Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 99
Table 28. China Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 99
Table 29. India Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 101
Table 30. India Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 101
Table 31. Australia Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 103
Table 32. Australia Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 103
Table 33. South Korea Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 105
Table 34. South Korea Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 105
Table 35. Latin America Home Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 109
Table 36. Argentina Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 111
Table 37. Argentina Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 111
Table 38. Brazil Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 113
Table 39. Brazil Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 113
Table 40. Mexico Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 115
Table 41. Mexico Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 115
Table 42. RoW Home Entertainment and Leisure Robots Market by Country, 2014-2025, $ mn 119
Table 43. Iran Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 121
Table 44. Iran Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 121
Table 45. Saudi Arabia Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 123
Table 46. Saudi Arabia Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 123
Table 47. UAE Home Entertainment and Leisure Robots Market by Application, 2014-2025, $ mn 125
Table 48. UAE Home Entertainment and Leisure Robots Market by End-user, 2014-2025, $ mn 125
Table 49.  Main Vendors and Product Offerings 129
Table 50. RoboBuilder Revenue Segmentation by Region, 2017 144
Table 51.  Risk Evaluation for Investing in Global Market, 2017-2025 153
Table 52. Critical Success Factors and Key Takeaways 156


List of Figures:
Figure 1.  Research Method Flow Chart 9
Figure 2. Bottom-up Approach and Top-down Approach for Market Estimation 12
Figure 3. Global Market Forecast in Optimistic, Conservative and Balanced Perspectives, 2017-2025 14
Figure 4. Global Home Entertainment and Leisure Robots Market by Revenue, 2014-2025, $ mn 16
Figure 5. Global Home Entertainment and Leisure Robots Market by Shipment, 2014-2025, thousand units 17
Figure 6. Primary Drivers and Impact Factors of Global Home Entertainment and Leisure Robots Market 18
Figure 7. VC Funding in Connected Toys, $ mn, 2010-2015 21
Figure 8. Market Size of Toys, Video Game and Toys-to-Life, $ bn, 2013-2018 21
Figure 9. VC Funding in Connected Toys by Category, %, 2015 22
Figure 10. Top Connected Toy Companies by Total Funding, $ mn, 2010-2016 22
Figure 11. Primary Restraints and Impact Factors of Global Home Entertainment and Leisure Robots Market 24
Figure 12. Porter's Fiver Forces Analysis of Global Home Entertainment and Leisure Robots Market 31
Figure 13. Breakdown of Global Home Entertainment and Leisure Robots Market by Component, 2017-2025, % of Revenue 37
Figure 14. Contribution to Global 2018-2025 Cumulative Revenue by Component, Value ($ mn) and Share (%) 38
Figure 15. Global Hardware Market for Home Entertainment and Leisure Robots, 2014-2025, $ mn 39
Figure 16. Global Software Market for Home Entertainment and Leisure Robots, 2014-2025, $ mn 40
Figure 17. Global Services Market for Home Entertainment and Leisure Robots, 2014-2025, $ mn 42
Figure 18. Breakdown of Global Home Entertainment and Leisure Robots Market by Application, 2017-2025, % of Revenue 44
Figure 19. Contribution to Global 2018-2025 Cumulative Revenue by Application, Value ($ mn) and Share (%) 45
Figure 20. Global Robotic Toys & Hobby Systems Market, 2014-2025, $ mn 47
Figure 21. Picture of Aibo 48
Figure 22. Picture of I-Cybie 50
Figure 23. Picture of iDog 52
Figure 24. Global Education & Research Robots Market, 2014-2025, $ mn 54
Figure 25. Global Robotic Companion Pets Market, 2014-2025, $ mn 56
Figure 26. Breakdown of Global Home Entertainment and Leisure Robots Market by End-user, 2017-2025, % of Revenue 58
Figure 27. Contribution to Global 2018-2025 Cumulative Revenue by End-user, Value ($ mn) and Share (%) 59
Figure 28. Global Home Entertainment and Leisure Robots Market for Children, 2014-2025, $ mn 60
Figure 29. Global Home Entertainment and Leisure Robots Market for Elderly People, 2014-2025, $ mn 61
Figure 30. Global Home Entertainment and Leisure Robots Market for Guests/Clients, 2014-2025, $ mn 62
Figure 31.  Geographic Spread of Worldwide Home Entertainment and Leisure Robots Market, 2017-2025, % of Revenue 64
Figure 32. Contribution to Global 2018-2025 Cumulative Revenue by Region, Value ($ mn) and Share (%) 65
Figure 33.  North American Home Entertainment and Leisure Robots Market, 2014-2025, $ mn 68
Figure 34. Breakdown of North America Home Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 68
Figure 35. Contribution to North America 2018-2025 Cumulative Revenue by Country, Value ($ mn) and Share (%) 69
Figure 36. U.S. Home Entertainment and Leisure Robots Market by Revenue, 2014-2025, $ mn 71
Figure 37. Canada Home Entertainment and Leisure Robots Market by Revenue, 2014-2025, $ mn 73
Figure 38.  European Home Entertainment and Leisure Robots Market by Revenue, 2014-2025, $ mn 77
Figure 39. Breakdown of European Home Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 77
Figure 40. Contribution to Europe 2018-2025 Cumulative Revenue by Country, Value ($ mn) and Share (%) 78
Figure 41.  Home Entertainment and Leisure Robots Market in Germany by Revenue, 2014-2025, $ mn 79
Figure 42.  Home Entertainment and Leisure Robots Market in UK by Revenue, 2014-2025, $ mn 81
Figure 43.  Home Entertainment and Leisure Robots Market in France by Revenue, 2014-2025, $ mn 83
Figure 44.  Home Entertainment and Leisure Robots Market in Russia by Revenue, 2014-2025, $ mn 85
Figure 45.  Home Entertainment and Leisure Robots Market in Italy by Revenue, 2014-2025, $ mn 87
Figure 46.  Home Entertainment and Leisure Robots Market in Rest of Europe by Revenue, 2014-2025, $ mn 90
Figure 47. Asia-Pacific Home Entertainment and Leisure Robots Market by Revenue, 2014-2025, $ mn 92
Figure 48. Breakdown of APAC Home Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 92
Figure 49. Contribution to APAC 2018-2025 Cumulative Revenue by Country, Value ($ mn) and Share (%) 94
Figure 50.  Home Entertainment and Leisure Robots Market in Japan by Revenue, 2014-2025, $ mn 97
Figure 51.  Home Entertainment and Leisure Robots Market in China by Revenue, 2014-2025, $ mn 99
Figure 52.  Home Entertainment and Leisure Robots Market in India by Revenue, 2014-2025, $ mn 101
Figure 53.  Home Entertainment and Leisure Robots Market in Australia by Revenue, 2014-2025, $ mn 102
Figure 54.  Home Entertainment and Leisure Robots Market in South Korea by Revenue, 2014-2025, $ mn 104
Figure 55.  Home Entertainment and Leisure Robots Market in Rest of APAC by Revenue, 2014-2025, $ mn 106
Figure 56. Latin America Home Entertainment and Leisure Robots Market by Revenue, 2014-2025, $ mn 108
Figure 57. Breakdown of Latin America Home Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 108
Figure 58. Contribution to Latin America 2018-2025 Cumulative Revenue by Country, Value ($ mn) and Share (%) 109
Figure 59.  Home Entertainment and Leisure Robots Market in Argentina by Revenue, 2014-2025, $ mn 110
Figure 60.  Home Entertainment and Leisure Robots Market in Brazil by Revenue, 2014-2025, $ mn 112
Figure 61.  Home Entertainment and Leisure Robots Market in Mexico by Revenue, 2014-2025, $ mn 114
Figure 62.  Home Entertainment and Leisure Robots Market in Rest of Latin America by Revenue, 2014-2025, $ mn 116
Figure 63. Home Entertainment and Leisure Robots Market in Rest of the World (RoW) by Revenue, 2014-2025, $ mn 118
Figure 64. Breakdown of RoW Home Entertainment and Leisure Robots Market by Country, 2017 and 2025, % of Revenue 118
Figure 65. Contribution to RoW 2018-2025 Cumulative Revenue by Country, Value ($ mn) and Share (%) 119
Figure 66.  Home Entertainment and Leisure Robots Market in Iran by Revenue, 2014-2025, $ mn 120
Figure 67.  Home Entertainment and Leisure Robots Market in Saudi Arabia by Revenue, 2014-2025, $ mn 122
Figure 68.  Home Entertainment and Leisure Robots Market in UAE by Revenue, 2014-2025, $ mn 124
Figure 69. Growth Stage of Global Home Entertainment and Leisure Robots Industry over the Forecast Period 127
Figure 70.  Toshiba Machine Revenue by Business Segment, 2015, % 149
Figure 71.  Toshiba Machine Revenue by Region in 2015, % 149

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