

An entertainment robot is, as the name indicates, a robot that is not made for utilitarian use, as in production or domestic services, but for the sole subjective pleasure of the human. It serves, usually the owner or his housemates, guests or clients. Robotics technologies are applied in many areas of culture and entertainment. Expensive robotics are applied to the creation of narrative environments in commercial venues where servo motors, pneumatics and hydraulic actuators are used to create movement with often preprogrammed responsive behaviors such as in Disneyland's haunted house ride. Entertainment robots can also be seen in the context of media arts where artist have been employing advanced technologies to create environments and artistic expression also utilizing the actuators and sensor to allow their robots to react and change in relation to viewers.
The global market for Entertainment Robotics was estimated to be worth US$ 11210 million in 2023 and is forecast to a readjusted size of US$ 36840 million by 2030 with a CAGR of 18.2% during the forecast period 2024-2030
North American market for Entertainment Robotics was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Asia-Pacific market for Entertainment Robotics was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
Europe market for Entertainment Robotics was valued at $ million in 2023 and will reach $ million by 2030, at a CAGR of % during the forecast period of 2024 through 2030.
The global key companies of Entertainment Robotics include Innovation First, Fischertechnik, Lego, Microsoft, Electromechanica, Evolution Robotics, Honda, Hitachi and Toyota, etc. In 2023, the global five largest players hold a share approximately % in terms of revenue.
Report Scope
This report aims to provide a comprehensive presentation of the global market for Entertainment Robotics, focusing on the total sales volume, sales revenue, price, key companies market share and ranking, together with an analysis of Entertainment Robotics by region & country, by Type, and by Application.
The Entertainment Robotics market size, estimations, and forecasts are provided in terms of sales volume (K Units) and sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Entertainment Robotics.
Market Segmentation
By Company
Innovation First
Fischertechnik
Lego
Microsoft
Electromechanica
Evolution Robotics
Honda
Hitachi
Toyota
Anybots
KUKA
Segment by Type:
Commercial Entertainment Robots
Non-Commercial Entertainment Robots
Segment by Application
Gaming & Entertainment
Athletic Sports
Film and Television
Others
By Region
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
U.A.E
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size (valve, volume and price). This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Entertainment Robotics manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Sales, revenue of Entertainment Robotics in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Sales, revenue of Entertainment Robotics in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 Market Overview
1.1 Entertainment Robotics Product Introduction
1.2 Global Entertainment Robotics Market Size Forecast
1.2.1 Global Entertainment Robotics Sales Value (2019-2030)
1.2.2 Global Entertainment Robotics Sales Volume (2019-2030)
1.2.3 Global Entertainment Robotics Sales Price (2019-2030)
1.3 Entertainment Robotics Market Trends & Drivers
1.3.1 Entertainment Robotics Industry Trends
1.3.2 Entertainment Robotics Market Drivers & Opportunity
1.3.3 Entertainment Robotics Market Challenges
1.3.4 Entertainment Robotics Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Entertainment Robotics Players Revenue Ranking (2023)
2.2 Global Entertainment Robotics Revenue by Company (2019-2024)
2.3 Global Entertainment Robotics Players Sales Volume Ranking (2023)
2.4 Global Entertainment Robotics Sales Volume by Company Players (2019-2024)
2.5 Global Entertainment Robotics Average Price by Company (2019-2024)
2.6 Key Manufacturers Entertainment Robotics Manufacturing Base Distribution and Headquarters
2.7 Key Manufacturers Entertainment Robotics Product Offered
2.8 Key Manufacturers Time to Begin Mass Production of Entertainment Robotics
2.9 Entertainment Robotics Market Competitive Analysis
2.9.1 Entertainment Robotics Market Concentration Rate (2019-2024)
2.9.2 Global 5 and 10 Largest Manufacturers by Entertainment Robotics Revenue in 2023
2.9.3 Global Top Manufacturers by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Entertainment Robotics as of 2023)
2.10 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Commercial Entertainment Robots
3.1.2 Non-Commercial Entertainment Robots
3.2 Global Entertainment Robotics Sales Value by Type
3.2.1 Global Entertainment Robotics Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global Entertainment Robotics Sales Value, by Type (2019-2030)
3.2.3 Global Entertainment Robotics Sales Value, by Type (%) (2019-2030)
3.3 Global Entertainment Robotics Sales Volume by Type
3.3.1 Global Entertainment Robotics Sales Volume by Type (2019 VS 2023 VS 2030)
3.3.2 Global Entertainment Robotics Sales Volume, by Type (2019-2030)
3.3.3 Global Entertainment Robotics Sales Volume, by Type (%) (2019-2030)
3.4 Global Entertainment Robotics Average Price by Type (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Gaming & Entertainment
4.1.2 Athletic Sports
4.1.3 Film and Television
4.1.4 Others
4.2 Global Entertainment Robotics Sales Value by Application
4.2.1 Global Entertainment Robotics Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global Entertainment Robotics Sales Value, by Application (2019-2030)
4.2.3 Global Entertainment Robotics Sales Value, by Application (%) (2019-2030)
4.3 Global Entertainment Robotics Sales Volume by Application
4.3.1 Global Entertainment Robotics Sales Volume by Application (2019 VS 2023 VS 2030)
4.3.2 Global Entertainment Robotics Sales Volume, by Application (2019-2030)
4.3.3 Global Entertainment Robotics Sales Volume, by Application (%) (2019-2030)
4.4 Global Entertainment Robotics Average Price by Application (2019-2030)
5 Segmentation by Region
5.1 Global Entertainment Robotics Sales Value by Region
5.1.1 Global Entertainment Robotics Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global Entertainment Robotics Sales Value by Region (2019-2024)
5.1.3 Global Entertainment Robotics Sales Value by Region (2025-2030)
5.1.4 Global Entertainment Robotics Sales Value by Region (%), (2019-2030)
5.2 Global Entertainment Robotics Sales Volume by Region
5.2.1 Global Entertainment Robotics Sales Volume by Region: 2019 VS 2023 VS 2030
5.2.2 Global Entertainment Robotics Sales Volume by Region (2019-2024)
5.2.3 Global Entertainment Robotics Sales Volume by Region (2025-2030)
5.2.4 Global Entertainment Robotics Sales Volume by Region (%), (2019-2030)
5.3 Global Entertainment Robotics Average Price by Region (2019-2030)
5.4 North America
5.4.1 North America Entertainment Robotics Sales Value, 2019-2030
5.4.2 North America Entertainment Robotics Sales Value by Country (%), 2023 VS 2030
5.5 Europe
5.5.1 Europe Entertainment Robotics Sales Value, 2019-2030
5.5.2 Europe Entertainment Robotics Sales Value by Country (%), 2023 VS 2030
5.6 Asia Pacific
5.6.1 Asia Pacific Entertainment Robotics Sales Value, 2019-2030
5.6.2 Asia Pacific Entertainment Robotics Sales Value by Country (%), 2023 VS 2030
5.7 South America
5.7.1 South America Entertainment Robotics Sales Value, 2019-2030
5.7.2 South America Entertainment Robotics Sales Value by Country (%), 2023 VS 2030
5.8 Middle East & Africa
5.8.1 Middle East & Africa Entertainment Robotics Sales Value, 2019-2030
5.8.2 Middle East & Africa Entertainment Robotics Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Entertainment Robotics Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions Entertainment Robotics Sales Value
6.2.1 Key Countries/Regions Entertainment Robotics Sales Value, 2019-2030
6.2.2 Key Countries/Regions Entertainment Robotics Sales Volume, 2019-2030
6.3 United States
6.3.1 United States Entertainment Robotics Sales Value, 2019-2030
6.3.2 United States Entertainment Robotics Sales Value by Type (%), 2023 VS 2030
6.3.3 United States Entertainment Robotics Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe Entertainment Robotics Sales Value, 2019-2030
6.4.2 Europe Entertainment Robotics Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe Entertainment Robotics Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China Entertainment Robotics Sales Value, 2019-2030
6.5.2 China Entertainment Robotics Sales Value by Type (%), 2023 VS 2030
6.5.3 China Entertainment Robotics Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan Entertainment Robotics Sales Value, 2019-2030
6.6.2 Japan Entertainment Robotics Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan Entertainment Robotics Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea Entertainment Robotics Sales Value, 2019-2030
6.7.2 South Korea Entertainment Robotics Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea Entertainment Robotics Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia Entertainment Robotics Sales Value, 2019-2030
6.8.2 Southeast Asia Entertainment Robotics Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia Entertainment Robotics Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India Entertainment Robotics Sales Value, 2019-2030
6.9.2 India Entertainment Robotics Sales Value by Type (%), 2023 VS 2030
6.9.3 India Entertainment Robotics Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Innovation First
7.1.1 Innovation First Company Information
7.1.2 Innovation First Introduction and Business Overview
7.1.3 Innovation First Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.1.4 Innovation First Entertainment Robotics Product Offerings
7.1.5 Innovation First Recent Development
7.2 Fischertechnik
7.2.1 Fischertechnik Company Information
7.2.2 Fischertechnik Introduction and Business Overview
7.2.3 Fischertechnik Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.2.4 Fischertechnik Entertainment Robotics Product Offerings
7.2.5 Fischertechnik Recent Development
7.3 Lego
7.3.1 Lego Company Information
7.3.2 Lego Introduction and Business Overview
7.3.3 Lego Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.3.4 Lego Entertainment Robotics Product Offerings
7.3.5 Lego Recent Development
7.4 Microsoft
7.4.1 Microsoft Company Information
7.4.2 Microsoft Introduction and Business Overview
7.4.3 Microsoft Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.4.4 Microsoft Entertainment Robotics Product Offerings
7.4.5 Microsoft Recent Development
7.5 Electromechanica
7.5.1 Electromechanica Company Information
7.5.2 Electromechanica Introduction and Business Overview
7.5.3 Electromechanica Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.5.4 Electromechanica Entertainment Robotics Product Offerings
7.5.5 Electromechanica Recent Development
7.6 Evolution Robotics
7.6.1 Evolution Robotics Company Information
7.6.2 Evolution Robotics Introduction and Business Overview
7.6.3 Evolution Robotics Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.6.4 Evolution Robotics Entertainment Robotics Product Offerings
7.6.5 Evolution Robotics Recent Development
7.7 Honda
7.7.1 Honda Company Information
7.7.2 Honda Introduction and Business Overview
7.7.3 Honda Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.7.4 Honda Entertainment Robotics Product Offerings
7.7.5 Honda Recent Development
7.8 Hitachi
7.8.1 Hitachi Company Information
7.8.2 Hitachi Introduction and Business Overview
7.8.3 Hitachi Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.8.4 Hitachi Entertainment Robotics Product Offerings
7.8.5 Hitachi Recent Development
7.9 Toyota
7.9.1 Toyota Company Information
7.9.2 Toyota Introduction and Business Overview
7.9.3 Toyota Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.9.4 Toyota Entertainment Robotics Product Offerings
7.9.5 Toyota Recent Development
7.10 Anybots
7.10.1 Anybots Company Information
7.10.2 Anybots Introduction and Business Overview
7.10.3 Anybots Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.10.4 Anybots Entertainment Robotics Product Offerings
7.10.5 Anybots Recent Development
7.11 KUKA
7.11.1 KUKA Company Information
7.11.2 KUKA Introduction and Business Overview
7.11.3 KUKA Entertainment Robotics Sales, Revenue and Gross Margin (2019-2024)
7.11.4 KUKA Entertainment Robotics Product Offerings
7.11.5 KUKA Recent Development
8 Industry Chain Analysis
8.1 Entertainment Robotics Industrial Chain
8.2 Entertainment Robotics Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Entertainment Robotics Sales Model
8.5.2 Sales Channel
8.5.3 Entertainment Robotics Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Innovation First
Fischertechnik
Lego
Microsoft
Electromechanica
Evolution Robotics
Honda
Hitachi
Toyota
Anybots
KUKA
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*If Applicable.