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Global Entertainment Robotics Market Size By Segmentations, Top Key Players, Trend, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 11/23/2022
  • NO OF PAGES
  • 223
  • CATEGORY
  • Heavy Industry
The competitive landscape analysis of Entertainment Robotics Market uncovers detailed company profiles, revenue shares, portfolio innovations, regional product footprint, key developmental strategies, pricing structure, target markets, and near-term plans of market leaders. This entire section helps readers gain an essence of what is driving competition and what would help them stand out to win new target markets.

Market estimates and forecast are backed by an extensive primary research, further complemented by on-point secondary research of Entertainment Robotics Market. The research analysts have invested significant time and effort in gathering critical industry information from KIPs such as OEMs, top suppliers and distributors, and government bodies.

Market Segmentations:
The research report includes specific segments by region (country), by manufacturers, by Type and by Application. Each type provides information about the production during the forecast period of 2022 to 2030. by Application segment also provides consumption during the forecast period of 2022 to 2030. Understanding the segments helps in identifying the importance of different factors that aid the market growth.


Global Entertainment Robotics Market: By Types
Commercial Entertainment Robots
Non-Commercial Entertainment Robots

Global Entertainment Robotics Market: By Applications
Gaming & Entertainment
Athletic Sports
Film and Television
Other

Global Entertainment Robotics Market: Top Key Players
Innovation First
Fischertechnik
Lego
Microsoft
Electromechanica
Evolution Robotics
Honda
Hitachi
Toyota
Anybots
KUKA

Global Entertainment Robotics Market: Regions
North America
Europe
China
Japan

Global Entertainment Robotics Market: Regions/Countries
North America
U.S.
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Indonesia
Thailand
Malaysia
Philippines
Vietnam
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
U.A.E


Global Entertainment Robotics Market: Market Size Estimation
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets of various marketspaces. The key players in the markets are identified through secondary research, and their market contributions in different applications across regions and globally were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to arrive at the final quantitative and qualitative data. This data has been consolidated, and detailed inputs and analysis from Analytics Market Research added before being presented in this report.

Reasons to Purchase Entertainment Robotics Market Report
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come

Frequently Asked Questions
• What is the market size and growth projections?
• What is the market size and growth projection for each of the market segments and sub-segments across Countries & Regions?
• What are the top performing segments, and countries / regions of each of the markets?
• What is the market size and growth rate across key countries / regions?
• How big is the global & regional market in terms of revenue and volume?
• How far market will grow in forecast period in terms of revenue and volume?
• What factors will influence demand and supply trends across each markets during the forecast period?
• What are the technology trends shaping various markets?
• Which country / region has more opportunities?
• What is the COVID-19 impact on the market and how long will it take to recover?
• Who are the key competitors of market Players?
• What are the market share (%) of Key Players?
• What are the Merger & Acquisition, New Product Launch, Recent Development within each of the Markets?
• What are PEST analysis, Ecosystem Analysis, Porter's Five Forecast Analysis, Ansoff Matrix, and SWOT Analysis among other analyses for diverse markets?
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035
1 Entertainment Robotics Market Overview
1.1 Product Overview and Scope of Entertainment Robotics
1.2 Entertainment Robotics Segment by Type
1.2.1 Global Entertainment Robotics Market Size Growth Rate Analysis by Type 2022 VS 2030
1.2.2 Commercial Entertainment Robots
1.2.3 Non-Commercial Entertainment Robots
1.3 Entertainment Robotics Segment by Application
1.3.1 Global Entertainment Robotics Consumption Comparison by Application: 2016 VS 2021 VS 2030
1.3.2 Gaming & Entertainment
1.3.3 Athletic Sports
1.3.4 Film and Television
1.3.5 Other
1.4 Global Market Growth Prospects
1.4.1 Global Entertainment Robotics Revenue Estimates and Forecasts (2016-2030)
1.4.2 Global Entertainment Robotics Production Estimates and Forecasts (2016-2030)
1.5 Global Entertainment Robotics Market by Region
1.5.1 Global Entertainment Robotics Market Size Estimates and Forecasts by Region: 2016 VS 2021 VS 2030
1.5.2 North America Entertainment Robotics Estimates and Forecasts (2016-2030)
1.5.3 Europe Entertainment Robotics Estimates and Forecasts (2016-2030)
1.5.5 China Entertainment Robotics Estimates and Forecasts (2016-2030)
1.5.5 Japan Entertainment Robotics Estimates and Forecasts (2016-2030)

2 Market Competition by Manufacturers
2.1 Global Entertainment Robotics Production Market Share by Manufacturers (2016-2021)
2.2 Global Entertainment Robotics Revenue Market Share by Manufacturers (2016-2021)
2.3 Entertainment Robotics Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.4 Global Entertainment Robotics Average Price by Manufacturers (2016-2021)
2.5 Manufacturers Entertainment Robotics Production Sites, Area Served, Product Types
2.6 Entertainment Robotics Market Competitive Situation and Trends
2.6.1 Entertainment Robotics Market Concentration Rate
2.6.2 Global 5 and 10 Largest Entertainment Robotics Players Market Share by Revenue
2.6.3 Mergers & Acquisitions, Expansion

3 Production and Capacity by Region
3.1 Global Production of Entertainment Robotics Market Share by Region (2016-2021)
3.2 Global Entertainment Robotics Revenue Market Share by Region (2016-2021)
3.3 Global Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
3.4 North America Entertainment Robotics Production
3.4.1 North America Entertainment Robotics Production Growth Rate (2016-2021)
3.4.2 North America Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
3.5 Europe Entertainment Robotics Production
3.5.1 Europe Entertainment Robotics Production Growth Rate (2016-2021)
3.5.2 Europe Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
3.6 China Entertainment Robotics Production
3.6.1 China Entertainment Robotics Production Growth Rate (2016-2021)
3.6.2 China Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
3.7 Japan Entertainment Robotics Production
3.7.1 Japan Entertainment Robotics Production Growth Rate (2016-2021)
3.7.2 Japan Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)

4 Global Entertainment Robotics Consumption by Region
4.1 Global Entertainment Robotics Consumption by Region
4.1.1 Global Entertainment Robotics Consumption by Region
4.1.2 Global Entertainment Robotics Consumption Market Share by Region
4.2 North America
4.2.1 North America Entertainment Robotics Consumption by Country
4.2.2 U.S.
4.2.3 Canada
4.3 Europe
4.3.1 Europe Entertainment Robotics Consumption by Country
4.3.2 Germany
4.3.3 France
4.3.4 U.K.
4.3.5 Italy
4.3.6 Russia
4.4 Asia Pacific
4.4.1 Asia Pacific Entertainment Robotics Consumption by Region
4.4.2 China
4.4.3 Japan
4.4.4 South Korea
4.4.5 Taiwan
4.4.6 Southeast Asia
4.4.7 India
4.4.8 Australia
4.5 Latin America
4.5.1 Latin America Entertainment Robotics Consumption by Country
4.5.2 Mexico
4.5.3 Brazil

5 Production, Revenue, Price Trend by Type
5.1 Global Entertainment Robotics Production Market Share by Type (2016-2021)
5.2 Global Entertainment Robotics Revenue Market Share by Type (2016-2021)
5.3 Global Entertainment Robotics Price by Type (2016-2021)

6 Consumption Analysis by Application
6.1 Global Entertainment Robotics Consumption Market Share by Application (2016-2021)
6.2 Global Entertainment Robotics Consumption Growth Rate by Application (2016-2021)

7 Key Companies Profiled
7.1 Innovation First
7.1.1 Innovation First Entertainment Robotics Corporation Information
7.1.2 Innovation First Entertainment Robotics Product Portfolio
7.1.3 Innovation First Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.1.4 Innovation First Main Business and Markets Served
7.1.5 Innovation First Recent Developments/Updates
7.2 Fischertechnik
7.2.1 Fischertechnik Entertainment Robotics Corporation Information
7.2.2 Fischertechnik Entertainment Robotics Product Portfolio
7.2.3 Fischertechnik Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.2.4 Fischertechnik Main Business and Markets Served
7.2.5 Fischertechnik Recent Developments/Updates
7.3 Lego
7.3.1 Lego Entertainment Robotics Corporation Information
7.3.2 Lego Entertainment Robotics Product Portfolio
7.3.3 Lego Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.3.4 Lego Main Business and Markets Served
7.3.5 Lego Recent Developments/Updates
7.4 Microsoft
7.4.1 Microsoft Entertainment Robotics Corporation Information
7.4.2 Microsoft Entertainment Robotics Product Portfolio
7.4.3 Microsoft Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.4.4 Microsoft Main Business and Markets Served
7.4.5 Microsoft Recent Developments/Updates
7.5 Electromechanica
7.5.1 Electromechanica Entertainment Robotics Corporation Information
7.5.2 Electromechanica Entertainment Robotics Product Portfolio
7.5.3 Electromechanica Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.5.4 Electromechanica Main Business and Markets Served
7.5.5 Electromechanica Recent Developments/Updates
7.6 Evolution Robotics
7.6.1 Evolution Robotics Entertainment Robotics Corporation Information
7.6.2 Evolution Robotics Entertainment Robotics Product Portfolio
7.6.3 Evolution Robotics Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.6.4 Evolution Robotics Main Business and Markets Served
7.6.5 Evolution Robotics Recent Developments/Updates
7.7 Honda
7.7.1 Honda Entertainment Robotics Corporation Information
7.7.2 Honda Entertainment Robotics Product Portfolio
7.7.3 Honda Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.7.4 Honda Main Business and Markets Served
7.7.5 Honda Recent Developments/Updates
7.8 Hitachi
7.8.1 Hitachi Entertainment Robotics Corporation Information
7.8.2 Hitachi Entertainment Robotics Product Portfolio
7.8.3 Hitachi Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.8.4 Hitachi Main Business and Markets Served
7.7.5 Hitachi Recent Developments/Updates
7.9 Toyota
7.9.1 Toyota Entertainment Robotics Corporation Information
7.9.2 Toyota Entertainment Robotics Product Portfolio
7.9.3 Toyota Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.9.4 Toyota Main Business and Markets Served
7.9.5 Toyota Recent Developments/Updates
7.10 Anybots
7.10.1 Anybots Entertainment Robotics Corporation Information
7.10.2 Anybots Entertainment Robotics Product Portfolio
7.10.3 Anybots Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.10.4 Anybots Main Business and Markets Served
7.10.5 Anybots Recent Developments/Updates
7.11 KUKA
7.11.1 KUKA Entertainment Robotics Corporation Information
7.11.2 KUKA Entertainment Robotics Product Portfolio
7.11.3 KUKA Entertainment Robotics Production, Revenue, Price and Gross Margin (2016-2021)
7.11.4 KUKA Main Business and Markets Served
7.11.5 KUKA Recent Developments/Updates

8 Entertainment Robotics Manufacturing Cost Analysis
8.1 Entertainment Robotics Key Raw Materials Analysis
8.1.1 Key Raw Materials
8.1.2 Key Raw Materials Price Trend
8.1.3 Key Suppliers of Raw Materials
8.2 Proportion of Manufacturing Cost Structure
8.3 Manufacturing Process Analysis of Entertainment Robotics
8.4 Entertainment Robotics Industrial Chain Analysis

9 Marketing Channel, Distributors and Customers
9.1 Marketing Channel
9.2 Entertainment Robotics Distributors List
9.3 Entertainment Robotics Customers

10 Market Dynamics
10.1 Entertainment Robotics Industry Trends
10.2 Entertainment Robotics Growth Drivers
10.3 Entertainment Robotics Market Challenges
10.4 Entertainment Robotics Market Restraints

11 Production and Supply Forecast
11.1 Global Forecasted Production of Entertainment Robotics by Region (2022-2030)
11.2 North America Entertainment Robotics Production, Revenue Forecast (2022-2030)
11.3 Europe Entertainment Robotics Production, Revenue Forecast (2022-2030)
11.4 China Entertainment Robotics Production, Revenue Forecast (2022-2030)
11.5 Japan Entertainment Robotics Production, Revenue Forecast (2022-2030)

12 Consumption and Demand Forecast
12.1 Global Forecasted Demand Analysis of Entertainment Robotics
12.2 North America Forecasted Consumption of Entertainment Robotics by Country
12.3 Europe Market Forecasted Consumption of Entertainment Robotics by Country
12.4 Asia Pacific Market Forecasted Consumption of Entertainment Robotics by Region
12.5 Latin America Forecasted Consumption of Entertainment Robotics by Country
13 Forecast by Type and by Application (2022-2030)
13.1 Global Production, Revenue and Price Forecast by Type (2022-2030)
13.1.1 Global Forecasted Production of Entertainment Robotics by Type (2022-2030)
13.1.2 Global Forecasted Revenue of Entertainment Robotics by Type (2022-2030)
13.1.3 Global Forecasted Price of Entertainment Robotics by Type (2022-2030)
13.2 Global Forecasted Consumption of Entertainment Robotics by Application (2022-2030)
14 Research Finding and Conclusion

15 Methodology and Data Source
15.1 Methodology/Research Approach
15.1.1 Research Programs/Design
15.1.2 Market Size Estimation
15.1.3 Market Breakdown and Data Triangulation
15.2 Data Source
15.2.1 Secondary Sources
15.2.2 Primary Sources
15.3 Author List
15.4 Disclaimer

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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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