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PUBLISHER: The Business Research Company | PRODUCT CODE: 1667702

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PUBLISHER: The Business Research Company | PRODUCT CODE: 1667702

Entertainment Robots Global Market Report 2025

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Entertainment robots are specifically crafted and programmed to offer joy and amusement to humans. These robots find applications in diverse entertainment sectors, including theme parks, cinemas, game centers, and even personal households.

The primary product categories of entertainment robots encompass robot toys, educational robots, and robotic companion pets. Robot toys are playthings intricately designed to resemble robots, exhibiting features that emulate the appearance and behaviors of real robots. These toys often incorporate movable limbs, sound effects, and lights to create a lifesuch as and engaging experience. The various components, including software and hardware, find applications across different sectors such as media, education, retail, and others.

The entertainment robots market research report is one of a series of new reports from The Business Research Company that provides entertainment robots market statistics, including entertainment robots industry global market size, regional shares, competitors with an entertainment robots market share, detailed entertainment robots market segments, market trends and opportunities, and any further data you may need to thrive in the entertainment robots industry. This entertainment robots market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenario of the industry.

The entertainment robots market size has grown exponentially in recent years. It will grow from$35.6 billion in 2024 to $44.33 billion in 2025 at a compound annual growth rate (CAGR) of 24.5%. The growth in the historic period can be attributed to growing consumer interest in robotics, the integration of augmented reality (AR) and virtual reality (VR), the global popularity of robotics competitions, the rise of AI and machine learning, global expansion of robot-as-a-service RaaS)

The entertainment robots market size is expected to see exponential growth in the next few years. It will grow to $114.17 billion in 2029 at a compound annual growth rate (CAGR) of 26.7%. The growth in the forecast period can be attributed to rapid advancements in human-robot interaction, the emergence of social robots, the expansion of theme parks and entertainment venues, customization and personalization trends, focus on educational and edutainment robots. Major trends in the forecast period include the integration of 5g technology, collaboration between entertainment and technology companies, increasing affordability of robotics technology, technological advancements in robotics, and human-robot interaction (HRI) improvements.

The rising adoption of robots is anticipated to drive the growth of the entertainment robots market in the future. The use of robots among children and seniors serves educational, therapeutic, and caregiving purposes, including teaching children subjects like mathematics, science, and programming, as well as helping older adults remain active and engaged. Robotic assistance for seniors is being developed to assist with daily activities such as housekeeping, retrieving objects, getting in and out of bed, mealtime tasks, and mobility. For example, in September 2023, reports from the International Federation of Robotics (IFR), a Germany-based organization focused on the robotics industry, indicated that global industrial robot installations increased by 5% in 2022, with Asia accounting for 73% of the market. The sector is expected to grow by 7% in 2023, reaching over 590,000 units. Thus, the increasing adoption of robots is fueling the expansion of the entertainment robots market.

The increasing number of children is poised to contribute to the expansion of the entertainment robots market. Children, defined as young human beings in the early stage of life, from birth to adolescence or until reaching maturity, are showing a growing interest in entertainment robots. These robots offer interactive experiences, educational engagement, playtime activities, and more. According to The Federal Interagency Forum on Child and Family Statistics (Forum), a U.S.-based federal government agency, the number of children in the United States was approximately 72.5 million in 2022. In the same year, the number of children aged 0-5 was 22.4 million, slightly lower than those in the 6-11 age group (24.2 million) and the 12-17 age group (25.8 million). The projected total count of children is expected to rise to 78.2 million by the year 2050. Thus, the increasing population of children is a driving force for the future growth of the entertainment robots market.

Advancements in artificial intelligence technology are emerging as key trends gaining traction in the entertainment robots market. Companies within this market are strategically adopting new technologies to maintain their competitive positions. For example, in February 2022, Miko, an India-based consumer electronics company specializing in artificial intelligence and machine learning, introduced Miko 3, an AI-integrated educational robot. Miko 3 boasts features such as a wide-angle HD camera, a speed range sensor, and odometric detectors, enabling dynamic mapping of distances and the ability to navigate surfaces and obstacles. The Mikonnect video calling feature ensures a secure and continuous connection between children and parents.

Major players in the entertainment robots market are channeling their efforts into the development of innovative products, including robot dogs, to establish a robust market presence. A robot dog is a mechanical device designed to mimic the appearance and behavior of a real dog. For instance, in January 2023, WowWee Group Limited, a China-based manufacturer of entertainment robots, launched the 'MINTiD Dog-E' robot. Dog-E stands out as an innovative robot dog with over a million potential combinations of vibrant lights, sounds, and personality traits, rendering it truly unique. This app-connected smart dog features real-life movements, touch sensors, audio sensors, and persistence of vision (PV) for displaying icons and communicating messages.

In October 2022, Miko.ai, an India-based technology firm, acquired Square Off for an undisclosed sum. This acquisition allows Miko to expand its collection of advanced educational tools, thereby enhancing its footprint in the interactive robotics sector and improving learning experiences for children. Square Off is a US-based technology company known for its AI-powered automated chessboards and smart interactive board games.

Major companies operating in the entertainment robots market include Sony Corporation, Hasbro Inc., Lego Group, Honda Motor Co. Ltd., Mattel Inc., WowWee Group Limited, Blue Frog Robotics, SoftBank Robotics Group Corp., UBTECH Robotics Corp., Robosen Robotics Co. Ltd., Anki Inc., Spin Master Ltd., Sphero Inc., Fischertechnik GmbH, iRobot Corporation, Tomy Company Ltd., Parrot SA, Boston Dynamics Inc., AIBrain Inc., Robotis Inc., Segway Robotics Inc., Ozobot & Evollve Inc., KUKA AG, Aldebaran Robotics SAS, Hanson Robotics Ltd., VTech Holdings Limited, ROBOLOCO Inc., Neato Robotics Inc., DJI Technology Co. Ltd., Furhat Robotics

Asia-Pacific was the largest region in the entertainment robots market in 2024. North America is expected to be the fastest-growing region in the global entertainment robots market report during the forecast period. The regions covered in the entertainment robots market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa

The countries covered in the entertainment robots market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain

The entertainment robots market consists of sales of residential, domestic, and research robots. Values in this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.

The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).

The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.

Entertainment Robots Global Market Report 2025 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.

This report focuses on entertainment robots market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.

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Where is the largest and fastest growing market for entertainment robots ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The entertainment robots market global report from the Business Research Company answers all these questions and many more.

The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.

  • The market characteristics section of the report defines and explains the market.
  • The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
  • The forecasts are made after considering the major factors currently impacting the market. These include:

The forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.

  • Market segmentations break down the market into sub markets.
  • The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the growth trajectory of COVID-19 for all regions, key developed countries and major emerging markets.
  • The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
  • The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.

Scope

  • Markets Covered:1) By Product: Robot Toys; Educational Robots; Robotic Companion Pets
  • 2) By Component: Software; Hardware
  • 3) By End-User: Media; Education; Retail; Other End Users
  • Subsegments:
  • 1) By Robot Toys: Remote-Controlled Robots; Interactive Robot Toys; Building And Construction Robot Kits
  • 2) By Educational Robots: Coding And Programming Robots; STEM Learning Robots; Robotics Kits For Schools
  • 3) By Robotic Companion Pets: Robotic Dogs And Cats; Interactive Pet Robots; Emotional Support Robotic Pets
  • Companies Mentioned: Sony Corporation; Hasbro Inc.; Lego Group; Honda Motor Co. Ltd.; Mattel Inc.
  • Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Russia; South Korea; UK; USA; Canada; Italy; Spain
  • Regions: Asia-Pacific; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
  • Time series: Five years historic and ten years forecast.
  • Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita,
  • Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
  • Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
  • Delivery format: PDF, Word and Excel Data Dashboard.
Product Code: r24113

Table of Contents

1. Executive Summary

2. Entertainment Robots Market Characteristics

3. Entertainment Robots Market Trends And Strategies

4. Entertainment Robots Market - Macro Economic Scenario including the impact of Interest Rates, Inflation, Geopolitics and Covid And Recovery on the Market

5. Global Entertainment Robots Growth Analysis And Strategic Analysis Framework

  • 5.1. Global Entertainment Robots PESTEL Analysis (Political, Social, Technological, Environmental and Legal Factors, Drivers and Restraints)
  • 5.2. Analysis Of End Use Industries
  • 5.3. Global Entertainment Robots Market Growth Rate Analysis
  • 5.4. Global Entertainment Robots Historic Market Size and Growth, 2019 - 2024, Value ($ Billion)
  • 5.5. Global Entertainment Robots Forecast Market Size and Growth, 2024 - 2029, 2034F, Value ($ Billion)
  • 5.6. Global Entertainment Robots Total Addressable Market (TAM)

6. Entertainment Robots Market Segmentation

  • 6.1. Global Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Robot Toys
  • Educational Robots
  • Robotic Companion Pets
  • 6.2. Global Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Software
  • Hardware
  • 6.3. Global Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Media
  • Education
  • Retail
  • Other End Users
  • 6.4. Global Entertainment Robots Market, Sub-Segmentation Of Robot Toys, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Remote-Controlled Robots
  • Interactive Robot Toys
  • Building And Construction Robot Kits
  • 6.5. Global Entertainment Robots Market, Sub-Segmentation Of Educational Robots, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Coding And Programming Robots
  • STEM Learning Robots
  • Robotics Kits For Schools
  • 6.6. Global Entertainment Robots Market, Sub-Segmentation Of Robotic Companion Pets, By Type, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • Robotic Dogs And Cats
  • Interactive Pet Robots
  • Emotional Support Robotic Pets

7. Entertainment Robots Market Regional And Country Analysis

  • 7.1. Global Entertainment Robots Market, Split By Region, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 7.2. Global Entertainment Robots Market, Split By Country, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

8. Asia-Pacific Entertainment Robots Market

  • 8.1. Asia-Pacific Entertainment Robots Market Overview
  • Region Information, Market Information, Background Information, Government Initiatives, Regulations, Regulatory Bodies, Major Associations, Taxes Levied, Corporate Tax Structure, Investments, Major Companies
  • 8.2. Asia-Pacific Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.3. Asia-Pacific Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 8.4. Asia-Pacific Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

9. China Entertainment Robots Market

  • 9.1. China Entertainment Robots Market Overview
  • 9.2. China Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.3. China Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion
  • 9.4. China Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F,$ Billion

10. India Entertainment Robots Market

  • 10.1. India Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.2. India Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 10.3. India Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

11. Japan Entertainment Robots Market

  • 11.1. Japan Entertainment Robots Market Overview
  • 11.2. Japan Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.3. Japan Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 11.4. Japan Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

12. Australia Entertainment Robots Market

  • 12.1. Australia Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.2. Australia Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 12.3. Australia Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

13. Indonesia Entertainment Robots Market

  • 13.1. Indonesia Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.2. Indonesia Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 13.3. Indonesia Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

14. South Korea Entertainment Robots Market

  • 14.1. South Korea Entertainment Robots Market Overview
  • 14.2. South Korea Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.3. South Korea Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 14.4. South Korea Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

15. Western Europe Entertainment Robots Market

  • 15.1. Western Europe Entertainment Robots Market Overview
  • 15.2. Western Europe Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.3. Western Europe Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 15.4. Western Europe Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

16. UK Entertainment Robots Market

  • 16.1. UK Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.2. UK Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 16.3. UK Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

17. Germany Entertainment Robots Market

  • 17.1. Germany Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.2. Germany Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 17.3. Germany Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

18. France Entertainment Robots Market

  • 18.1. France Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.2. France Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 18.3. France Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

19. Italy Entertainment Robots Market

  • 19.1. Italy Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.2. Italy Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 19.3. Italy Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

20. Spain Entertainment Robots Market

  • 20.1. Spain Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.2. Spain Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 20.3. Spain Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

21. Eastern Europe Entertainment Robots Market

  • 21.1. Eastern Europe Entertainment Robots Market Overview
  • 21.2. Eastern Europe Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.3. Eastern Europe Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 21.4. Eastern Europe Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

22. Russia Entertainment Robots Market

  • 22.1. Russia Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.2. Russia Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 22.3. Russia Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

23. North America Entertainment Robots Market

  • 23.1. North America Entertainment Robots Market Overview
  • 23.2. North America Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.3. North America Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 23.4. North America Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

24. USA Entertainment Robots Market

  • 24.1. USA Entertainment Robots Market Overview
  • 24.2. USA Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.3. USA Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 24.4. USA Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

25. Canada Entertainment Robots Market

  • 25.1. Canada Entertainment Robots Market Overview
  • 25.2. Canada Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.3. Canada Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 25.4. Canada Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

26. South America Entertainment Robots Market

  • 26.1. South America Entertainment Robots Market Overview
  • 26.2. South America Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.3. South America Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 26.4. South America Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

27. Brazil Entertainment Robots Market

  • 27.1. Brazil Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.2. Brazil Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 27.3. Brazil Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

28. Middle East Entertainment Robots Market

  • 28.1. Middle East Entertainment Robots Market Overview
  • 28.2. Middle East Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.3. Middle East Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 28.4. Middle East Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

29. Africa Entertainment Robots Market

  • 29.1. Africa Entertainment Robots Market Overview
  • 29.2. Africa Entertainment Robots Market, Segmentation By Product, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.3. Africa Entertainment Robots Market, Segmentation By Component, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion
  • 29.4. Africa Entertainment Robots Market, Segmentation By End-User, Historic and Forecast, 2019-2024, 2024-2029F, 2034F, $ Billion

30. Entertainment Robots Market Competitive Landscape And Company Profiles

  • 30.1. Entertainment Robots Market Competitive Landscape
  • 30.2. Entertainment Robots Market Company Profiles
    • 30.2.1. Sony Corporation Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.2. Hasbro Inc. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.3. Lego Group Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.4. Honda Motor Co. Ltd. Overview, Products and Services, Strategy and Financial Analysis
    • 30.2.5. Mattel Inc. Overview, Products and Services, Strategy and Financial Analysis

31. Entertainment Robots Market Other Major And Innovative Companies

  • 31.1. WowWee Group Limited
  • 31.2. Blue Frog Robotics
  • 31.3. SoftBank Robotics Group Corp.
  • 31.4. UBTECH Robotics Corp.
  • 31.5. Robosen Robotics Co. Ltd.
  • 31.6. Anki Inc.
  • 31.7. Spin Master Ltd.
  • 31.8. Sphero Inc.
  • 31.9. Fischertechnik GmbH
  • 31.10. iRobot Corporation
  • 31.11. Tomy Company Ltd.
  • 31.12. Parrot SA
  • 31.13. Boston Dynamics Inc.
  • 31.14. AIBrain Inc.
  • 31.15. Robotis Inc.

32. Global Entertainment Robots Market Competitive Benchmarking And Dashboard

33. Key Mergers And Acquisitions In The Entertainment Robots Market

34. Recent Developments In The Entertainment Robots Market

35. Entertainment Robots Market High Potential Countries, Segments and Strategies

  • 35.1 Entertainment Robots Market In 2029 - Countries Offering Most New Opportunities
  • 35.2 Entertainment Robots Market In 2029 - Segments Offering Most New Opportunities
  • 35.3 Entertainment Robots Market In 2029 - Growth Strategies
    • 35.3.1 Market Trend Based Strategies
    • 35.3.2 Competitor Strategies

36. Appendix

  • 36.1. Abbreviations
  • 36.2. Currencies
  • 36.3. Historic And Forecast Inflation Rates
  • 36.4. Research Inquiries
  • 36.5. The Business Research Company
  • 36.6. Copyright And Disclaimer
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