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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 Competition2019-2029F

April 2024 | 185 pages | ID: HCE153264DE0EN
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The Global Home Entertainment and Leisure Robots Market was valued at USD 22.65 Billion in 2023 and is anticipated to project robust growth in the forecast period with a CAGR of 23.79% through 2029.

The Global Home Entertainment and Leisure Robots Market is experiencing dynamic growth, driven by technological advancements and changing consumer lifestyles. With a focus on enhancing leisure experiences within homes, this market encompasses a diverse range of robotic solutions designed for entertainment, education, and companionship. The market's prominence is propelled by innovations in artificial intelligence, robotics technology, and interactive design, providing users with intelligent and engaging companions. The Robotic Toys Hobby Systems segment leads the way, captivating a broad demographic with interactive and educational play. The Children segment dominates as a key end-user group, fostering a demand for robotic companions that contribute to both entertainment and early education. North America stands out as a dominant force, serving as a technological innovation hub with high consumer adoption rates. The integration of robotics into smart homes, along with the rising aging population seeking healthcare assistance, further fuels market expansion. As home entertainment robots evolve from novel gadgets to integral components of modern living, the market anticipates continued growth, driven by the intersection of consumer demand, technological evolution, and a quest for innovative, personalized leisure experiences within the home environment.

Key Market Drivers

Advancements in Artificial Intelligence (AI) and Robotics Technology:

A primary driver fueling the global Home Entertainment and Leisure Robots market is the rapid advancement in artificial intelligence (AI) and robotics technology. Innovations in machine learning, natural language processing, and computer vision are empowering home entertainment robots to offer more sophisticated and interactive experiences. These technologies enable robots to understand user preferences, engage in natural conversations, and adapt their behaviors over time, transforming them into intelligent and personalized companions for leisure and entertainment. As AI capabilities continue to evolve, the potential for creating immersive and dynamic home entertainment experiences expands, driving increased consumer interest and adoption.

The integration of AI also facilitates the development of robots with learning capabilities, allowing them to understand and respond to user behaviors, anticipate needs, and provide tailored entertainment content. This continuous learning process enhances the robots' ability to adapt to changing preferences, making them valuable additions to households seeking innovative and intelligent leisure solutions.

Growing Consumer Demand for Smart Home Solutions:

The global shift towards smart homes is a significant driver propelling the Home Entertainment and Leisure Robots market. As consumers increasingly adopt smart home technologies, there is a heightened demand for intelligent and interconnected devices that contribute to a seamless and integrated home environment. Home entertainment robots align with this trend by offering not only entertainment and leisure services but also by becoming integral components of smart home ecosystems.

Consumers seek cohesive solutions that enable them to control and manage various aspects of their homes through centralized platforms. Home entertainment robots, equipped with connectivity features and compatibility with smart home systems, serve as versatile hubs within this ecosystem. The ability to integrate with other smart devices, such as smart speakers, lighting systems, and security cameras, enhances the overall user experience and drives the adoption of these robots as essential components of modern smart homes.

Increasing Emphasis on User Experience and Personalization:

A key driver influencing the Home Entertainment and Leisure Robots market is the growing emphasis on user experience and personalization. Consumers seek more than just functional assistance; they desire engaging and tailored interactions with their home robots. Manufacturers are responding by incorporating advanced features such as emotion recognition, voice-based interfaces, and personalized content recommendations to create a unique and enjoyable user experience.

The demand for personalized entertainment experiences is pushing developers to design robots that understand individual preferences, adapt to users' moods, and curate content based on specific interests. This level of personalization enhances the emotional connection between users and their robotic companions, contributing to increased satisfaction and sustained usage. As the market continues to prioritize user-centric design and personalization, home entertainment robots are positioned to become indispensable sources of leisure and entertainment in households worldwide.

Rising Aging Population and Healthcare Assistance:

The global rise in the aging population is driving the demand for home entertainment robots that offer healthcare assistance, companionship, and support for elderly individuals. As societies experience demographic shifts, there is an increasing need for solutions that address the challenges associated with aging, including loneliness and limited physical mobility. Home entertainment robots, equipped with features such as fall detection, medication reminders, and social interaction capabilities, are emerging as valuable companions for the elderly.

This driver is fueled by the desire to enhance the quality of life for seniors and provide them with meaningful and engaging activities. Home entertainment robots can play a crucial role in alleviating social isolation by offering companionship, facilitating communication with family members, and providing entertainment tailored to the preferences and cognitive abilities of the elderly. As the aging population continues to grow, the demand for these specialized robots is expected to increase, positioning them as essential components of elderly care and healthcare assistance.

Innovative Form Factors and Multifunctional Capabilities:

The introduction of innovative form factors and multifunctional capabilities is driving the global Home Entertainment and Leisure Robots market. Manufacturers are exploring creative designs that go beyond traditional robot aesthetics, creating robots with anthropomorphic features, expressive displays, and interactive components. These innovative form factors contribute to the overall appeal of home entertainment robots, making them visually engaging and emotionally resonant.

Simultaneously, there is a trend towards equipping home robots with multifunctional capabilities, expanding their utility beyond entertainment. Robots designed for tasks such as cleaning, security monitoring, and educational activities enhance their value proposition, positioning them as versatile and multifaceted companions. This trend aligns with consumer preferences for devices that serve multiple purposes, offering a holistic solution to various needs within a household.

Key Market Challenges

High Initial Costs and Affordability Concerns:

One of the primary challenges facing the Home Entertainment and Leisure Robots market is the high initial cost associated with the development and acquisition of these sophisticated robotic systems. The integration of advanced technologies such as artificial intelligence, machine learning, and interactive sensors contributes to the overall price of these robots. As a result, consumers may find the upfront costs prohibitive, limiting the market's growth potential. Manufacturers and developers face the challenge of striking a balance between incorporating cutting-edge features and maintaining affordability to broaden market penetration and appeal to a wider consumer base.

Addressing this challenge requires continuous advancements in manufacturing processes, component cost reduction, and potential collaborations between industry players to explore economies of scale. Additionally, innovative business models, such as leasing or subscription services, may emerge to make high-end home entertainment robots more accessible to a broader demographic.

User Privacy and Security Concerns:

The integration of advanced technologies in home entertainment and leisure robots, particularly those involving data collection and artificial intelligence, raises significant concerns regarding user privacy and security. Robots with capabilities such as facial recognition, voice processing, and personal data storage may encounter resistance due to fears of unauthorized access or potential misuse of sensitive information. As these robots become more intertwined with users' daily lives, safeguarding personal data and ensuring robust security measures become critical challenges for manufacturers and developers.

To overcome these challenges, industry stakeholders must prioritize the implementation of robust cybersecurity measures, transparent data policies, and adherence to privacy regulations. Establishing clear guidelines on data ownership, consent, and secure data storage practices is essential to build and maintain consumer trust in these advanced robotic systems.

Limited Content and Application Ecosystem:

The Home Entertainment and Leisure Robots market face challenges related to the limited content and application ecosystem available for these robotic companions. While manufacturers strive to equip robots with diverse capabilities, the development of engaging and dynamic content tailored to these platforms remains a challenge. Lack of a rich ecosystem may hinder user engagement and limit the overall appeal of these robots, as consumers seek continuous novelty and variety in entertainment experiences.

Overcoming this challenge necessitates collaboration between developers, content creators, and entertainment providers to curate a diverse range of applications, games, and interactive experiences specifically designed for home robots. Encouraging third-party developers to contribute to the ecosystem can also stimulate innovation and expand the available content offerings, making these robots more enticing for users.

Limited Human-Robot Interaction Understanding:

Despite advancements in artificial intelligence, achieving seamless and intuitive human-robot interaction remains a challenge in the Home Entertainment and Leisure Robots market. Robots must comprehend natural language, interpret gestures, and adapt to user preferences seamlessly to deliver satisfying and immersive experiences. The challenge lies in developing algorithms and models that accurately understand and respond to the nuances of human communication, emotions, and behavioral cues.

Addressing this challenge requires continuous research and development in natural language processing, emotion recognition, and machine learning algorithms. Incorporating user feedback and iterative testing can help refine these algorithms over time, improving the robots' ability to understand and adapt to diverse user interactions.

Social Acceptance and Ethical Considerations:

The integration of robots into home environments for entertainment and leisure purposes raises social acceptance and ethical considerations. Users may experience resistance or hesitation in fully embracing these robotic companions due to concerns about job displacement, potential societal impact, or ethical questions surrounding the nature of human-robot relationships. Navigating these societal perceptions and ensuring that the introduction of home entertainment robots aligns with ethical standards poses a substantial challenge for market players.

Mitigating social acceptance challenges involves proactive communication about the intended purpose and positive impact of home robots, emphasizing their role as companions and assistants rather than replacements for human interactions. Engaging in open dialogue with consumers, addressing concerns, and collaborating with regulatory bodies to establish ethical guidelines can foster a more accepting environment for the widespread adoption of home entertainment and leisure robots.

Key Market Trends

Integration of Artificial Intelligence (AI) and Machine Learning (ML):

The integration of AI and ML technologies is a prominent trend shaping the global Home Entertainment and Leisure Robots market. AI-driven robots are becoming increasingly sophisticated, capable of learning and adapting to user preferences over time. From intelligent voice recognition for seamless communication to advanced facial and emotion recognition, AI and ML enhance the interactive capabilities of home entertainment robots. This trend not only contributes to more personalized and engaging user experiences but also enables robots to autonomously perform tasks and adapt to changing environments, making them valuable companions in leisure activities.

Rise of Social Robots for Entertainment:

The market is witnessing a surge in the development and adoption of social robots designed specifically for home entertainment. These robots are engineered to provide companionship, entertainment, and social interaction. With features like natural language processing, facial expressions, and gesture recognition, social robots can engage in conversations, play games, and even assist in activities such as storytelling or dancing. The aim is to address social isolation, particularly among the elderly or individuals living alone, by offering a source of entertainment and companionship. This trend reflects a shift towards leveraging robotics not just for functional tasks but also for enhancing the emotional well-being of users.

Enhanced Multimedia Capabilities:

The evolution of home entertainment and leisure robots includes a trend towards enhanced multimedia capabilities. These robots are designed to serve as multimedia hubs, integrating features such as high-quality speakers, interactive displays, and immersive audio-visual experiences. They can function as home theaters, music players, or gaming consoles, providing users with a diverse range of entertainment options. The integration of advanced multimedia capabilities aligns with the growing consumer demand for versatile and all-in-one entertainment solutions, positioning home robots as central figures in the home entertainment ecosystem.

Growth in Educational and Skill Development Robots:

Another trend in the Home Entertainment and Leisure Robots market is the development of robots designed to contribute to educational and skill development activities. These robots go beyond traditional entertainment functions, incorporating features that facilitate learning, cognitive development, and skill enhancement. Interactive programming, language learning modules, and educational games are integrated into the robot's functionalities to make the learning experience engaging and enjoyable. This trend caters to the demand for edutainment solutions, positioning home robots as valuable tools for children's intellectual development and lifelong learning.

Expansion of Augmented Reality (AR) and Virtual Reality (VR) Integration:

The integration of augmented reality (AR) and virtual reality (VR) technologies is a growing trend that enhances the immersive and interactive experiences offered by home entertainment robots. These technologies enable robots to project virtual elements into the real-world environment, creating interactive games, simulations, or educational experiences. Users can engage in augmented reality storytelling, virtual travel experiences, or collaborative gaming scenarios. As AR and VR technologies become more accessible and sophisticated, their incorporation into home entertainment robots is expected to increase, providing users with novel and engaging ways to interact with these robotic companions.

Segmental Insights

System Component Insights

Hardwaresegmentdominates in the global home entertainment and leisure robots market in 2023.The Hardware segment is the foundation of the tangible capabilities that define home entertainment and leisure robots. The physical form and functionalities of these robots, such as interactive displays, movement mechanisms, and sensory capabilities, are critical elements that directly impact user experiences. The hardware components determine the robot's ability to engage in tasks, offer entertainment services, and provide a seamless and immersive interaction with users.

The continuous advancements in hardware technologies play a pivotal role in driving innovation within the home robotics market. As manufacturers invest in research and development to enhance the capabilities of home entertainment robots, the Hardware segment becomes a focal point for technological breakthroughs. Innovations in materials, sensor technologies, processing power, and energy efficiency directly influence the performance and versatility of home robots, contributing to their market competitiveness.

The dominance of the Hardware segment is further amplified by the visual and tactile appeal of home entertainment and leisure robots. The physical design, build quality, and aesthetics of these robots are integral factors influencing consumer preferences. Home robots that boast sleek designs, anthropomorphic features, and interactive elements tend to capture consumer attention and drive adoption. As a result, manufacturers prioritize investing in high-quality hardware components to create visually appealing and functionally robust robots that cater to diverse consumer tastes.

Hardware segment represents a substantial portion of the overall cost associated with manufacturing home entertainment and leisure robots. The intricate engineering, integration of advanced sensors, actuators, and other components contribute to the overall value proposition of these robots. Consequently, the economic significance of the Hardware segment is a driving force, influencing manufacturers to continually improve and optimize the physical components to balance cost-effectiveness and performance.

Application Insights

Robotic toys hobby systems segmentdominates in the global home entertainment and leisure robots market in 2023.Robotic Toys Hobby Systems segment caters to a broad and diverse consumer base, spanning across various age groups and demographics. The appeal of robotic toys and hobby systems is universal, captivating the interest of children, teenagers, and even adults who seek entertainment and leisure through interactive and playful experiences. This broad consumer appeal positions the segment as a dominant force, addressing a wide range of preferences and fostering mass adoption.

The segment's dominance is further propelled by the inherent demand for innovative and technologically advanced robotic toys. As technology continues to evolve, manufacturers within the Robotic Toys Hobby Systems category consistently introduce cutting-edge features such as artificial intelligence, augmented reality, and interactive sensors. These advancements create immersive and engaging experiences, attracting consumers seeking novel and entertaining forms of leisure within their homes.

Robotic Toys Hobby Systems segment aligns with the cultural shift towards smart living and technology integration within households. As families and individuals increasingly embrace smart home solutions, robotic toys and hobby systems become integral components of modern living, contributing to a technologically enriched and interactive home environment. The seamless integration of these robots into daily life positions them as accessible and enjoyable leisure companions.

Education is another significant driver within the Robotic Toys Hobby Systems segment. Manufacturers often design robots within this category with an educational focus, allowing users, especially children, to learn basic programming, problem-solving skills, and STEM (science, technology, engineering, and mathematics) concepts through interactive play. This educational dimension adds value to the segment, making these robots attractive to parents and educators who prioritize both entertainment and learning outcomes.

Robotic Toys Hobby Systems segment is characterized by its ability to offer a wide array of entertainment options, from programmable robots and interactive drones to robotic building kits. This diversity allows consumers to choose products that align with their specific interests, preferences, and age groups, contributing to the segment's widespread adoption. Whether it's a programmable robot for educational purposes or a drone for recreational flying, the Robotic Toys Hobby Systems segment caters to a spectrum of leisure activities.

Regional Insights

North Americadominates the global home entertainment and leisure robots market in 2023.North America, particularly the United States, serves as a global hub for technological innovation. The region is home to leading companies and research institutions at the forefront of robotics and artificial intelligence (AI) development. The concentration of talent, resources, and expertise in North America accelerates the innovation cycle, allowing companies to design and bring cutting-edge home entertainment and leisure robots to market faster than in many other regions.

North American consumers have shown a strong appetite for adopting new and innovative technologies, making them early adopters of home entertainment and leisure robots. The region's tech-savvy population is more inclined to embrace novel solutions that enhance convenience, entertainment, and overall quality of life. This early adoption has created a robust market foundation, with North American consumers influencing global trends and preferences in the home robotics sector.

The relatively high disposable income levels in North America contribute to the region's dominance in the home robotics market. The ability of consumers to afford and invest in premium home entertainment and leisure robots positions North America as a lucrative market for manufacturers and developers. The willingness to spend on innovative and high-tech products aligns with the cost-intensive nature of advanced robotics technologies, further driving market growth.

North America boasts a robust ecosystem of industry players, including both established tech giants and nimble startups, contributing to the region's dominance. Silicon Valley, in particular, is a hotspot for robotics startups and venture capital investment. This ecosystem fosters collaboration, competition, and the rapid evolution of home entertainment and leisure robots. The presence of diverse companies with varying focuses, from AI algorithms to hardware manufacturing, creates a synergistic environment that propels the market forward.

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.

Report Scope:

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:

oHardware

oSoftware

oServices

Home Entertainment and Leisure Robots Market,By Application:

oRobotic Toys Hobby Systems

oEducation Research Robots

oRobotic Companion Pets

Home Entertainment and Leisure Robots Market,By End User:

oChildren

oElderly People

Home Entertainment and Leisure Robots Market, By Region:

oNorth America
  • United States
  • Canada
  • Mexico
oEurope
  • Germany
  • France
  • United Kingdom
  • Italy
  • Spain
oSouth America
  • Brazil
  • Argentina
  • Colombia
oAsia-Pacific
  • China
  • India
  • Japan
  • South Korea
  • Australia
oMiddle East Africa
  • Saudi Arabia
  • UAE
  • South Africa
Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Home Entertainment and Leisure Robots Market.

Available Customizations:

Global Home Entertainment and Leisure Robots Market report with the given market data, Tech Sci 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.Baseline Methodology
2.2.Key Industry Partners
2.3.Major Association and Secondary Sources
2.4.Forecasting Methodology
2.5.Data Triangulation Validation
2.6.Assumptions and Limitations

3.EXECUTIVE SUMMARY

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 (North America, Europe, South America, Middle East Africa, Asia Pacific)
5.3.By Company (2023)
5.4.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
    6.2.4.1.United States Home Entertainment and Leisure Robots Market Outlook
      6.2.4.1.1.Market Size Forecast
        6.2.4.1.1.1.By Value
      6.2.4.1.2.Market Share Forecast
        6.2.4.1.2.1.By System Component
        6.2.4.1.2.2.By Application
        6.2.4.1.2.3.By End User
    6.2.4.2.Canada Home Entertainment and Leisure Robots Market Outlook
      6.2.4.2.1.Market Size Forecast
        6.2.4.2.1.1.By Value
      6.2.4.2.2.Market Share Forecast
        6.2.4.2.2.1.By System Component
        6.2.4.2.2.2.By Application
        6.2.4.2.2.3.By End User
    6.2.4.3.Mexico Home Entertainment and Leisure Robots Market Outlook
      6.2.4.3.1.Market Size Forecast
        6.2.4.3.1.1.By Value
      6.2.4.3.2.Market Share Forecast
        6.2.4.3.2.1.By System Component
        6.2.4.3.2.2.By Application
        6.2.4.3.2.3.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
    7.2.4.1.Germany Home Entertainment and Leisure Robots Market Outlook
      7.2.4.1.1.Market Size Forecast
        7.2.4.1.1.1.By Value
      7.2.4.1.2.Market Share Forecast
        7.2.4.1.2.1.By System Component
        7.2.4.1.2.2.By Application
        7.2.4.1.2.3.By End User
    7.2.4.2.France Home Entertainment and Leisure Robots Market Outlook
      7.2.4.2.1.Market Size Forecast
        7.2.4.2.1.1.By Value
      7.2.4.2.2.Market Share Forecast
        7.2.4.2.2.1.By System Component
        7.2.4.2.2.2.By Application
        7.2.4.2.2.3.By End User
    7.2.4.3.United Kingdom Home Entertainment and Leisure Robots Market Outlook
      7.2.4.3.1.Market Size Forecast
        7.2.4.3.1.1.By Value
      7.2.4.3.2.Market Share Forecast
        7.2.4.3.2.1.By System Component
        7.2.4.3.2.2.By Application
        7.2.4.3.2.3.By End User
    7.2.4.4.Italy Home Entertainment and Leisure Robots Market Outlook
      7.2.4.4.1.Market Size Forecast
        7.2.4.4.1.1.By Value
      7.2.4.4.2.Market Share Forecast
        7.2.4.4.2.1.By System Component
        7.2.4.4.2.2.By Application
        7.2.4.4.2.3.By End User
    7.2.4.5.Spain Home Entertainment and Leisure Robots Market Outlook
      7.2.4.5.1.Market Size Forecast
        7.2.4.5.1.1.By Value
      7.2.4.5.2.Market Share Forecast
        7.2.4.5.2.1.By System Component
        7.2.4.5.2.2.By Application
        7.2.4.5.2.3.By End User

8.SOUTH AMERICA 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
    8.2.4.1.Brazil Home Entertainment and Leisure Robots Market Outlook
      8.2.4.1.1.Market Size Forecast
        8.2.4.1.1.1.By Value
      8.2.4.1.2.Market Share Forecast
        8.2.4.1.2.1.By System Component
        8.2.4.1.2.2.By Application
        8.2.4.1.2.3.By End User
    8.2.4.2.Colombia Home Entertainment and Leisure Robots Market Outlook
      8.2.4.2.1.Market Size Forecast
        8.2.4.2.1.1.By Value
      8.2.4.2.2.Market Share Forecast
        8.2.4.2.2.1.By System Component
        8.2.4.2.2.2.By Application
        8.2.4.2.2.3.By End User
    8.2.4.3.Argentina Home Entertainment and Leisure Robots Market Outlook
      8.2.4.3.1.Market Size Forecast
        8.2.4.3.1.1.By Value
      8.2.4.3.2.Market Share Forecast
        8.2.4.3.2.1.By System Component
        8.2.4.3.2.2.By Application
        8.2.4.3.2.3.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
    9.2.4.1.Saudi Arabia Home Entertainment and Leisure Robots Market Outlook
      9.2.4.1.1.Market Size Forecast
        9.2.4.1.1.1.By Value
      9.2.4.1.2.Market Share Forecast
        9.2.4.1.2.1.By System Component
        9.2.4.1.2.2.By Application
        9.2.4.1.2.3.By End User
    9.2.4.2.UAE Home Entertainment and Leisure Robots Market Outlook
      9.2.4.2.1.Market Size Forecast
        9.2.4.2.1.1.By Value
      9.2.4.2.2.Market Share Forecast
        9.2.4.2.2.1.By System Component
        9.2.4.2.2.2.By Application
        9.2.4.2.2.3.By End User
    9.2.4.3.South Africa Home Entertainment and Leisure Robots Market Outlook
      9.2.4.3.1.Market Size Forecast
        9.2.4.3.1.1.By Value
      9.2.4.3.2.Market Share Forecast
        9.2.4.3.2.1.By System Component
        9.2.4.3.2.2.By Application
        9.2.4.3.2.3.By End User

10.ASIA PACIFIC 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
    10.2.4.1.China Home Entertainment and Leisure Robots Market Outlook
      10.2.4.1.1.Market Size Forecast
        10.2.4.1.1.1.By Value
      10.2.4.1.2.Market Share Forecast
        10.2.4.1.2.1.By System Component
        10.2.4.1.2.2.By Application
        10.2.4.1.2.3.By End User
    10.2.4.2.India Home Entertainment and Leisure Robots Market Outlook
      10.2.4.2.1.Market Size Forecast
        10.2.4.2.1.1.By Value
      10.2.4.2.2.Market Share Forecast
        10.2.4.2.2.1.By System Component
        10.2.4.2.2.2.By Application
        10.2.4.2.2.3.By End User
    10.2.4.3.Japan Home Entertainment and Leisure Robots Market Outlook
      10.2.4.3.1.Market Size Forecast
        10.2.4.3.1.1.By Value
      10.2.4.3.2.Market Share Forecast
        10.2.4.3.2.1.By System Component
        10.2.4.3.2.2.By Application
        10.2.4.3.2.3.By End User
    10.2.4.4.South Korea Home Entertainment and Leisure Robots Market Outlook
      10.2.4.4.1.Market Size Forecast
        10.2.4.4.1.1.By Value
      10.2.4.4.2.Market Share Forecast
        10.2.4.4.2.1.By System Component
        10.2.4.4.2.2.By Application
        10.2.4.4.2.3.By End User
    10.2.4.5.Australia Home Entertainment and Leisure Robots Market Outlook
      10.2.4.5.1.Market Size Forecast
        10.2.4.5.1.1.By Value
      10.2.4.5.2.Market Share Forecast
        10.2.4.5.2.1.By System Component
        10.2.4.5.2.2.By Application
        10.2.4.5.2.3.By End User

11.MARKET DYNAMICS

11.1.Drivers
11.2.Challenges

12.MARKET TRENDS AND DEVELOPMENTS

13.COMPANY PROFILES

13.1.Anki, Inc.
  13.1.1.Business Overview
  13.1.2.Key Revenue and Financials
  13.1.3.Recent Developments
  13.1.4.Key Personnel
  13.1.5.Key Product/Services Offered
13.2.Blue Frog Robotics SAS
  13.2.1.Business Overview
  13.2.2.Key Revenue and Financials
  13.2.3.Recent Developments
  13.2.4.Key Personnel
  13.2.5.Key Product/Services Offered
13.3.WowWee Group Limited
  13.3.1.Business Overview
  13.3.2.Key Revenue and Financials
  13.3.3.Recent Developments
  13.3.4.Key Personnel
  13.3.5.Key Product/Services Offered
13.4.Sphero, Inc.
  13.4.1.Business Overview
  13.4.2.Key Revenue and Financials
  13.4.3.Recent Developments
  13.4.4.Key Personnel
  13.4.5.Key Product/Services Offered
13.5.Mattel, Inc.
  13.5.1.Business Overview
  13.5.2.Key Revenue and Financials
  13.5.3.Recent Developments
  13.5.4.Key Personnel
  13.5.5.Key Product/Services Offered
13.6.Amazon.com, Inc.
  13.6.1.Business Overview
  13.6.2.Key Revenue and Financials
  13.6.3.Recent Developments
  13.6.4.Key Personnel
  13.6.5.Key Product/Services Offered
13.7.SoftBank Robotics Group
  13.7.1.Business Overview
  13.7.2.Key Revenue and Financials
  13.7.3.Recent Developments
  13.7.4.Key Personnel
  13.7.5.Key Product/Services Offered
13.8.iRobot Corporation
  13.8.1.Business Overview
  13.8.2.Key Revenue and Financials
  13.8.3.Recent Developments
  13.8.4.Key Personnel
  13.8.5.Key Product/Services Offered
13.9.LG Electronics Inc.
  13.9.1.Business Overview
  13.9.2.Key Revenue and Financials
  13.9.3.Recent Developments
  13.9.4.Key Personnel
  13.9.5.Key Product/Services Offered
13.10.Ecovacs Robotics Co., Ltd.
  13.10.1.Business Overview
  13.10.2.Key Revenue and Financials
  13.10.3.Recent Developments
  13.10.4.Key Personnel
  13.10.5.Key Product/Services Offered

14.STRATEGIC RECOMMENDATIONS

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