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市場調查報告書
商品編碼
1626546

全球娛樂機器人市場規模按類型、應用、功能、地區、範圍和預測

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

出版日期: | 出版商: Verified Market Research | 英文 202 Pages | 商品交期: 2-3個工作天內

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簡介目錄

娛樂機器人市場規模及預測

娛樂機器人是專為娛樂和休閒活動而設計的互動式設備,包括機器寵物、人形機器人和可程式機器人。這些機器人透過先進的人工智慧和感測器提供樂趣、陪伴和參與。

娛樂機器人可應用於各種場合,包括家庭、教育環境和公共場所。

在家裡,它作為孩子和大人可以一起玩的互動玩具,提供故事書閱讀、遊戲和個人化互動等活動。在教育環境中,它們用於以有趣和互動的方式教授編碼和機器人技術。此外,購物中心和遊樂園等公共場所也使用它們來吸引和娛樂遊客,從而改善整體客戶體驗。

全球娛樂機器人市場動態

主要市場驅動因子

人工智慧的進步:人工智慧技術的快速發展將增強娛樂機器人的功能,實現更複雜的互動、個人化的體驗和自適應行為,從而推動消費者的興趣和採用。根據美國國家科學基金會(NSF)2024年1月發佈的報告,人工智慧娛樂機器人的能力比前一年提高了35%。這包括對自然語言處理、情感識別和自適應學習演算法的改進。

對互動和引人入勝體驗的需求不斷增加:消費者對創新和互動娛樂的需求日益增加,兒童和成人對引人入勝、互動和沈浸式體驗的需求也在不斷增加。根據美國勞工統計局 2020 年 12 月的報告,2023 年機器人娛樂產業的就業人數增加了 12%,反映出消費者對互動體驗的需求不斷增加。

家用電器中機器人技術的普及度不斷提升:將機器人技術融入日常電器(如智慧玩具和家庭助理)中,使先進的機器人功能更加熟悉和有吸引力。 。根據消費科技協會(CTA)2024年2月發佈的一項研究,機器人家庭助理的銷售量預計將在2023年成長28%,並將持續成長到2025年。

教育機器人的興起:在教育領域越來越多地使用機器人來教授STEM 概念和程式設計技能,這將激發人們對機器人技術的興趣和熟悉度,使其更適用於教育和娛樂。有助於市場成長。美國教育部在 2024 年 3 月報告稱,65% 的美國 K-12 學校已將某種形式的教育機器人納入其課程,高於 2022 年的 45%。

主要問題

技術限制和可靠性問題:娛樂機器人經常面臨電池壽命有限、操作故障和可靠性問題等技術課題,這些都會影響用戶滿意度,從而可能降低其吸引力。美國消費品安全委員會(CPSC)2024年1月的報告發現,2023年報告的娛樂機器人故障年增15%,其中電池相關問題佔投訴的40%。

隱私和安全問題:隨著娛樂機器人收集和處理個人數據,可能會出現隱私和數據安全問題,從而疏遠消費者並使監管合規變得複雜。美國聯邦貿易委員會(FTC)12月報告稱,2023年有關包括娛樂機器人在內的智慧型設備資料隱私的投訴增加了22%。

市場飽和與競爭:隨著越來越多的公司進入娛樂機器人市場,競爭非常激烈,新進入者很難使其產品與眾不同並獲得市場佔有率。根據美國小型企業管理局(SBA)2024年2月發佈的報告,娛樂機器人領域的新創公司數量預計將在2023年增加30%,市場競爭將更加激烈。

消費者認知和採用有限:儘管技術不斷進步,但消費者對娛樂機器人的優勢和功能的認知和理解仍然有限,阻礙了採用和市場增長。皮尤研究中心2023年11月的調查發現,只有35%的美國家庭知道娛樂機器人的先進功能,顯示消費者認知有很大差距。

主要趨勢

人工智慧與機器學習的融合:娛樂機器人可能會融入人工智慧和機器學習,以增強互動性、個人化和自適應行為,使其更具吸引力,並能更好地響應用戶偏好。它正在變得越來越強大。根據美國國家標準與技術研究所 (NIST) 2024 年 2 月發佈的報告,2023 年消費機器人中人工智慧和機器學習的使用將年增 45%。

增強和虛擬實境的興起:娛樂機器人與增強和虛擬實境技術的結合將創造身臨其境的體驗,讓使用者在更動態和逼真的虛擬環境中與機器人互動。例如,2024 年 3 月,Meta(前身為 Facebook)宣佈了 "MetaBot" 項目,該項目將先進的機器人技術與 AR/VR 技術相結合,在 Metaverse 中創造身臨其境的互動體驗。

情感支持陪伴機器人的成長:為了滿足個人與機器人互動、共感關係的需求,用於情感支持和陪伴目的的機器人的發展趨勢日益增長。根據美國國立衛生研究院 (NIH) 於 2023 年 12 月發佈的一項研究,到 2023 年,陪伴機器人在醫療環境中的使用將增加 60%,患者的情緒健康將顯著改善。

目錄

第 1 章簡介

  • 市場定義
  • 市場區隔
  • 研究方法

第 2 章執行摘要

  • 主要發現 市場概況 市集亮點

第3章 市場概覽

  • 市場規模與成長潛力
  • 市場趨勢
  • 市場推動因素
  • 市場限制
  • 市場機會
  • 波特五力分析

第 4 章 娛樂機器人市場(依娛樂機器人類型)

  • 人形機器人
  • 電子動畫機器人
  • 機器寵物
  • 機器人玩具

第5章 娛樂機器人市場依應用領域劃分

  • 主題樂園與景點
  • 家庭娛樂
  • 教育機構
  • 活動和演出

第6章 娛樂機器人市場依功能分類

  • 互動娛樂
  • 娛樂節目
  • 客製化與個人化
  • 擴增實境 (AR) 與虛擬實境 (VR) 集成

第 7 章 區域分析

  • 北美洲
  • 美國
  • 加拿大
  • 墨西哥
  • 歐洲
  • 英國
  • 德國
  • 法國
  • 義大利 亞太地區
  • 中國
  • 日本
  • 印度
  • 澳大利亞
  • 拉丁美洲
  • 巴西
  • 阿根廷
  • 智利
  • 中東和非洲
  • 南非
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國

第 8 章 市場動態

  • 市場推動因素
  • 市場限制
  • 市場機會
  • COVID-19 市場影響

第 9 章 競爭格局

  • 大型公司
  • 市佔率分析

第10章 公司簡介

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

第 11 章 市場展望與機會

  • 新興技術
  • 未來市場趨勢
  • 投資機會

第 12 章附錄

  • 縮寫列表
  • 來源與參考文獻
簡介目錄
Product Code: 26418

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