Home Entertainment and Leisure Robots Market – Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By System Component (Hardware, Software, Services), By Application (Robotic Toys & Hobby Systems, Education & Research Robots, Robotic Companion Pets), By End User (Children, Elderly People), By Region, and By Competition, 2020-2030F
The Global Home Entertainment and Leisure Robots Market will grow from USD 23.10 Billion in 2024 to USD 83.97 Billion by 2030 at a 24.00% CAGR. The global home entertainment and leisure robots market encompasses robotic solutions specifically designed for domestic environments, focusing on entertainment, education, and companionship within residential settings. Key drivers supporting market expansion include continuous advancements in artificial intelligence and robotics technology, which enable more interactive and personalized user experiences.
Key Market Drivers
Advancements in artificial intelligence and robotics technology are fundamentally transforming the capabilities of home entertainment and leisure robots, making them more autonomous and adaptable. This progress allows for enhanced navigation, object recognition, and sophisticated human-robot interaction, pushing beyond rudimentary functionalities. According to Google DeepMind, in March 2025, the company's new Gemini Robotics models demonstrated performance doubling on generalization benchmarks compared to existing systems, showcasing rapid progress in robotic intelligence.
Key Market Challenges
The high initial cost associated with advanced robotic systems presents a significant impediment to the expansion of the global home entertainment and leisure robots market. Such elevated price points directly constrain broader consumer adoption and limit market penetration, particularly for households with moderate disposable incomes. For instance, according to the International Federation of Robotics, the average cost of a service robot in 2024 was $11,510. This substantial investment requirement can deter potential buyers, leading to a slower uptake compared to more affordable consumer electronics.
Key Market Trends
A notable trend is the growing synergy between home entertainment and leisure robots and existing smart home ecosystems. This integration allows robots to function as interconnected components within a broader automated environment, enabling seamless interaction with smart devices such as lighting, thermostats, and security systems. This connectivity extends the functionality of robots beyond their individual capabilities, contributing to a more cohesive and intelligent living space.
Key Market Players
In this report, the Global Home Entertainment and Leisure Robots Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:
Company Profiles: Detailed analysis of the major companies presents in the Global Home Entertainment and Leisure Robots Market.
Available Customizations:
Global Home Entertainment and Leisure Robots Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:
Company Information
Key Market Drivers
Advancements in artificial intelligence and robotics technology are fundamentally transforming the capabilities of home entertainment and leisure robots, making them more autonomous and adaptable. This progress allows for enhanced navigation, object recognition, and sophisticated human-robot interaction, pushing beyond rudimentary functionalities. According to Google DeepMind, in March 2025, the company's new Gemini Robotics models demonstrated performance doubling on generalization benchmarks compared to existing systems, showcasing rapid progress in robotic intelligence.
Key Market Challenges
The high initial cost associated with advanced robotic systems presents a significant impediment to the expansion of the global home entertainment and leisure robots market. Such elevated price points directly constrain broader consumer adoption and limit market penetration, particularly for households with moderate disposable incomes. For instance, according to the International Federation of Robotics, the average cost of a service robot in 2024 was $11,510. This substantial investment requirement can deter potential buyers, leading to a slower uptake compared to more affordable consumer electronics.
Key Market Trends
A notable trend is the growing synergy between home entertainment and leisure robots and existing smart home ecosystems. This integration allows robots to function as interconnected components within a broader automated environment, enabling seamless interaction with smart devices such as lighting, thermostats, and security systems. This connectivity extends the functionality of robots beyond their individual capabilities, contributing to a more cohesive and intelligent living space.
Key Market Players
- Anki, Inc.
- Blue Frog Robotics SAS
- WowWee Group Limited
- Sphero, Inc.
- Mattel, Inc.
- Amazon.com, Inc.
- SoftBank Robotics Group
- iRobot Corporation
- LG Electronics Inc.
- Ecovacs Robotics Co., Ltd.
In this report, the Global Home Entertainment and Leisure Robots Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:
- Home Entertainment and Leisure Robots Market, By System Component:
- Hardware
- Software
- Services
- Home Entertainment and Leisure Robots Market, By Application:
- Robotic Toys & Hobby Systems
- Education & Research Robots
- Robotic Companion Pets
- Home Entertainment and Leisure Robots Market, By End User:
- Children
- Elderly People
- Home Entertainment and Leisure Robots Market, By Region:
- North America
- United States
- Canada
- Mexico
- Europe
- France
- United Kingdom
- Italy
- Germany
- Spain
- South America
- Brazil
- Argentina
- Colombia
- Middle East & Africa
- South Africa
- Saudi Arabia
- UAE
- Asia Pacific
- China
- India
- Japan
- Australia
- South Korea
Company Profiles: Detailed analysis of the major companies presents in the Global Home Entertainment and Leisure Robots Market.
Available Customizations:
Global Home Entertainment and Leisure Robots Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:
Company Information
- Detailed analysis and profiling of additional market players (up to five).
1. PRODUCT OVERVIEW
1.1. Market Definition
1.2. Scope of the Market
1.2.1. Markets Covered
1.2.2. Years Considered for Study
1.2.3. Key Market Segmentations
2. RESEARCH METHODOLOGY
2.1. Objective of the Study
2.2. Baseline Methodology
2.3. Key Industry Partners
2.4. Major Association and Secondary Sources
2.5. Forecasting Methodology
2.6. Data Triangulation & Validation
2.7. Assumptions and Limitations
3. EXECUTIVE SUMMARY
3.1. Overview of the Market
3.2. Overview of Key Market Segmentations
3.3. Overview of Key Market Players
3.4. Overview of Key Regions/Countries
3.5. Overview of Market Drivers, Challenges, Trends
4. VOICE OF CUSTOMER
5. GLOBAL HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
5.1. Market Size & Forecast
5.1.1. By Value
5.2. Market Share & Forecast
5.2.1. By System Component (Hardware, Software, Services)
5.2.2. By Application (Robotic Toys & Hobby Systems, Education & Research Robots, Robotic Companion Pets)
5.2.3. By End User (Children, Elderly People)
5.2.4. By Region
5.2.5. By Company (2024)
5.3. Market Map
6. NORTH AMERICA HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By System Component
6.2.2. By Application
6.2.3. By End User
6.2.4. By Country
6.3. North America: Country Analysis
6.3.1. United States Home Entertainment and Leisure Robots Market Outlook
6.3.1.1. Market Size & Forecast
6.3.1.1.1. By Value
6.3.1.2. Market Share & Forecast
6.3.1.2.1. By System Component
6.3.1.2.2. By Application
6.3.1.2.3. By End User
6.3.2. Canada Home Entertainment and Leisure Robots Market Outlook
6.3.2.1. Market Size & Forecast
6.3.2.1.1. By Value
6.3.2.2. Market Share & Forecast
6.3.2.2.1. By System Component
6.3.2.2.2. By Application
6.3.2.2.3. By End User
6.3.3. Mexico Home Entertainment and Leisure Robots Market Outlook
6.3.3.1. Market Size & Forecast
6.3.3.1.1. By Value
6.3.3.2. Market Share & Forecast
6.3.3.2.1. By System Component
6.3.3.2.2. By Application
6.3.3.2.3. By End User
7. EUROPE HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By System Component
7.2.2. By Application
7.2.3. By End User
7.2.4. By Country
7.3. Europe: Country Analysis
7.3.1. Germany Home Entertainment and Leisure Robots Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By System Component
7.3.1.2.2. By Application
7.3.1.2.3. By End User
7.3.2. France Home Entertainment and Leisure Robots Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By System Component
7.3.2.2.2. By Application
7.3.2.2.3. By End User
7.3.3. United Kingdom Home Entertainment and Leisure Robots Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By System Component
7.3.3.2.2. By Application
7.3.3.2.3. By End User
7.3.4. Italy Home Entertainment and Leisure Robots Market Outlook
7.3.4.1. Market Size & Forecast
7.3.4.1.1. By Value
7.3.4.2. Market Share & Forecast
7.3.4.2.1. By System Component
7.3.4.2.2. By Application
7.3.4.2.3. By End User
7.3.5. Spain Home Entertainment and Leisure Robots Market Outlook
7.3.5.1. Market Size & Forecast
7.3.5.1.1. By Value
7.3.5.2. Market Share & Forecast
7.3.5.2.1. By System Component
7.3.5.2.2. By Application
7.3.5.2.3. By End User
8. ASIA PACIFIC HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By System Component
8.2.2. By Application
8.2.3. By End User
8.2.4. By Country
8.3. Asia Pacific: Country Analysis
8.3.1. China Home Entertainment and Leisure Robots Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By System Component
8.3.1.2.2. By Application
8.3.1.2.3. By End User
8.3.2. India Home Entertainment and Leisure Robots Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By System Component
8.3.2.2.2. By Application
8.3.2.2.3. By End User
8.3.3. Japan Home Entertainment and Leisure Robots Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By System Component
8.3.3.2.2. By Application
8.3.3.2.3. By End User
8.3.4. South Korea Home Entertainment and Leisure Robots Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By System Component
8.3.4.2.2. By Application
8.3.4.2.3. By End User
8.3.5. Australia Home Entertainment and Leisure Robots Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By System Component
8.3.5.2.2. By Application
8.3.5.2.3. By End User
9. MIDDLE EAST & AFRICA HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By System Component
9.2.2. By Application
9.2.3. By End User
9.2.4. By Country
9.3. Middle East & Africa: Country Analysis
9.3.1. Saudi Arabia Home Entertainment and Leisure Robots Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By System Component
9.3.1.2.2. By Application
9.3.1.2.3. By End User
9.3.2. UAE Home Entertainment and Leisure Robots Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By System Component
9.3.2.2.2. By Application
9.3.2.2.3. By End User
9.3.3. South Africa Home Entertainment and Leisure Robots Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By System Component
9.3.3.2.2. By Application
9.3.3.2.3. By End User
10. SOUTH AMERICA HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By System Component
10.2.2. By Application
10.2.3. By End User
10.2.4. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Home Entertainment and Leisure Robots Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By System Component
10.3.1.2.2. By Application
10.3.1.2.3. By End User
10.3.2. Colombia Home Entertainment and Leisure Robots Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By System Component
10.3.2.2.2. By Application
10.3.2.2.3. By End User
10.3.3. Argentina Home Entertainment and Leisure Robots Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By System Component
10.3.3.2.2. By Application
10.3.3.2.3. By End User
11. MARKET DYNAMICS
11.1. Drivers
11.2. Challenges
12. MARKET TRENDS & DEVELOPMENTS
12.1. Merger & Acquisition (If Any)
12.2. Product Launches (If Any)
12.3. Recent Developments
13. GLOBAL HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET: SWOT ANALYSIS
14. PORTER'S FIVE FORCES ANALYSIS
14.1. Competition in the Industry
14.2. Potential of New Entrants
14.3. Power of Suppliers
14.4. Power of Customers
14.5. Threat of Substitute Products
15. COMPETITIVE LANDSCAPE
15.1. Anki, Inc.
15.1.1. Business Overview
15.1.2. Products & Services
15.1.3. Recent Developments
15.1.4. Key Personnel
15.1.5. SWOT Analysis
15.2. Blue Frog Robotics SAS
15.3. WowWee Group Limited
15.4. Sphero, Inc.
15.5. Mattel, Inc.
15.6. Amazon.com, Inc.
15.7. SoftBank Robotics Group
15.8. iRobot Corporation
15.9. LG Electronics Inc.
15.10. Ecovacs Robotics Co., Ltd.
16. STRATEGIC RECOMMENDATIONS
17. ABOUT US & DISCLAIMER
1.1. Market Definition
1.2. Scope of the Market
1.2.1. Markets Covered
1.2.2. Years Considered for Study
1.2.3. Key Market Segmentations
2. RESEARCH METHODOLOGY
2.1. Objective of the Study
2.2. Baseline Methodology
2.3. Key Industry Partners
2.4. Major Association and Secondary Sources
2.5. Forecasting Methodology
2.6. Data Triangulation & Validation
2.7. Assumptions and Limitations
3. EXECUTIVE SUMMARY
3.1. Overview of the Market
3.2. Overview of Key Market Segmentations
3.3. Overview of Key Market Players
3.4. Overview of Key Regions/Countries
3.5. Overview of Market Drivers, Challenges, Trends
4. VOICE OF CUSTOMER
5. GLOBAL HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
5.1. Market Size & Forecast
5.1.1. By Value
5.2. Market Share & Forecast
5.2.1. By System Component (Hardware, Software, Services)
5.2.2. By Application (Robotic Toys & Hobby Systems, Education & Research Robots, Robotic Companion Pets)
5.2.3. By End User (Children, Elderly People)
5.2.4. By Region
5.2.5. By Company (2024)
5.3. Market Map
6. NORTH AMERICA HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By System Component
6.2.2. By Application
6.2.3. By End User
6.2.4. By Country
6.3. North America: Country Analysis
6.3.1. United States Home Entertainment and Leisure Robots Market Outlook
6.3.1.1. Market Size & Forecast
6.3.1.1.1. By Value
6.3.1.2. Market Share & Forecast
6.3.1.2.1. By System Component
6.3.1.2.2. By Application
6.3.1.2.3. By End User
6.3.2. Canada Home Entertainment and Leisure Robots Market Outlook
6.3.2.1. Market Size & Forecast
6.3.2.1.1. By Value
6.3.2.2. Market Share & Forecast
6.3.2.2.1. By System Component
6.3.2.2.2. By Application
6.3.2.2.3. By End User
6.3.3. Mexico Home Entertainment and Leisure Robots Market Outlook
6.3.3.1. Market Size & Forecast
6.3.3.1.1. By Value
6.3.3.2. Market Share & Forecast
6.3.3.2.1. By System Component
6.3.3.2.2. By Application
6.3.3.2.3. By End User
7. EUROPE HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By System Component
7.2.2. By Application
7.2.3. By End User
7.2.4. By Country
7.3. Europe: Country Analysis
7.3.1. Germany Home Entertainment and Leisure Robots Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By System Component
7.3.1.2.2. By Application
7.3.1.2.3. By End User
7.3.2. France Home Entertainment and Leisure Robots Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By System Component
7.3.2.2.2. By Application
7.3.2.2.3. By End User
7.3.3. United Kingdom Home Entertainment and Leisure Robots Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By System Component
7.3.3.2.2. By Application
7.3.3.2.3. By End User
7.3.4. Italy Home Entertainment and Leisure Robots Market Outlook
7.3.4.1. Market Size & Forecast
7.3.4.1.1. By Value
7.3.4.2. Market Share & Forecast
7.3.4.2.1. By System Component
7.3.4.2.2. By Application
7.3.4.2.3. By End User
7.3.5. Spain Home Entertainment and Leisure Robots Market Outlook
7.3.5.1. Market Size & Forecast
7.3.5.1.1. By Value
7.3.5.2. Market Share & Forecast
7.3.5.2.1. By System Component
7.3.5.2.2. By Application
7.3.5.2.3. By End User
8. ASIA PACIFIC HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By System Component
8.2.2. By Application
8.2.3. By End User
8.2.4. By Country
8.3. Asia Pacific: Country Analysis
8.3.1. China Home Entertainment and Leisure Robots Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By System Component
8.3.1.2.2. By Application
8.3.1.2.3. By End User
8.3.2. India Home Entertainment and Leisure Robots Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By System Component
8.3.2.2.2. By Application
8.3.2.2.3. By End User
8.3.3. Japan Home Entertainment and Leisure Robots Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By System Component
8.3.3.2.2. By Application
8.3.3.2.3. By End User
8.3.4. South Korea Home Entertainment and Leisure Robots Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By System Component
8.3.4.2.2. By Application
8.3.4.2.3. By End User
8.3.5. Australia Home Entertainment and Leisure Robots Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By System Component
8.3.5.2.2. By Application
8.3.5.2.3. By End User
9. MIDDLE EAST & AFRICA HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By System Component
9.2.2. By Application
9.2.3. By End User
9.2.4. By Country
9.3. Middle East & Africa: Country Analysis
9.3.1. Saudi Arabia Home Entertainment and Leisure Robots Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By System Component
9.3.1.2.2. By Application
9.3.1.2.3. By End User
9.3.2. UAE Home Entertainment and Leisure Robots Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By System Component
9.3.2.2.2. By Application
9.3.2.2.3. By End User
9.3.3. South Africa Home Entertainment and Leisure Robots Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By System Component
9.3.3.2.2. By Application
9.3.3.2.3. By End User
10. SOUTH AMERICA HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET OUTLOOK
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By System Component
10.2.2. By Application
10.2.3. By End User
10.2.4. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Home Entertainment and Leisure Robots Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By System Component
10.3.1.2.2. By Application
10.3.1.2.3. By End User
10.3.2. Colombia Home Entertainment and Leisure Robots Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By System Component
10.3.2.2.2. By Application
10.3.2.2.3. By End User
10.3.3. Argentina Home Entertainment and Leisure Robots Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By System Component
10.3.3.2.2. By Application
10.3.3.2.3. By End User
11. MARKET DYNAMICS
11.1. Drivers
11.2. Challenges
12. MARKET TRENDS & DEVELOPMENTS
12.1. Merger & Acquisition (If Any)
12.2. Product Launches (If Any)
12.3. Recent Developments
13. GLOBAL HOME ENTERTAINMENT AND LEISURE ROBOTS MARKET: SWOT ANALYSIS
14. PORTER'S FIVE FORCES ANALYSIS
14.1. Competition in the Industry
14.2. Potential of New Entrants
14.3. Power of Suppliers
14.4. Power of Customers
14.5. Threat of Substitute Products
15. COMPETITIVE LANDSCAPE
15.1. Anki, Inc.
15.1.1. Business Overview
15.1.2. Products & Services
15.1.3. Recent Developments
15.1.4. Key Personnel
15.1.5. SWOT Analysis
15.2. Blue Frog Robotics SAS
15.3. WowWee Group Limited
15.4. Sphero, Inc.
15.5. Mattel, Inc.
15.6. Amazon.com, Inc.
15.7. SoftBank Robotics Group
15.8. iRobot Corporation
15.9. LG Electronics Inc.
15.10. Ecovacs Robotics Co., Ltd.
16. STRATEGIC RECOMMENDATIONS
17. ABOUT US & DISCLAIMER