Entertainment Robots Market Research Report - Global Forecast till 2032

Entertainment Robots Market Research Report Information By Product (Robot Toys, Educational Robots, and Robotic Companion Pets), By End User (Media, Education, Retail, and Others), and By Region (North America, Europe, Asia-Pacific, and Rest Of The World) – Industry Forecast Till 2032

ID: MRFR/SEM/2149-CR | 70 Pages | Author: Shubham Munde | February 2020         

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Global Entertainment Robots Market Overview:


Entertainment Robots Market Size was valued at USD 2.5 Billion in 2022. The Entertainment Robots market industry is projected to grow from USD 3.1 Billion in 2023 to USD 18.1 Billion by 2032, exhibiting a compound annual growth rate (CAGR) of 24.60% during the forecast period (2023 - 2032). High-AI entertainment robots are being developed, and youngsters and older individuals are using robots more frequently, are the key market drivers enhancing the market growth.


Global Entertainment Robots Market Overview


Product: Secondary Research, Primary Research, MRFR Database and Analyst Review


Entertainment Robots Market Trends




  • Rise in the growth of artificial intelligence technology is driving the market growth




The market for entertainment robots is being driven higher by advances in artificial intelligence technology, an ageing population, and rising demand for animatronics. Robot vision, machine learning, and cognitive computing are all features included in the entertainment robots that aid in learning from one another, interacting with humans, and making decisions. This is the ideal element to propel the industry's expansion. A business called Emotech LTD, based in the United Kingdom, introduced entertainment and toy robots in 2016 that had evolved personalities and could react to various situations. These robots are employed in a variety of settings, including those related to the arts, education, information provision, hospitality, and health and social care. On January 9, 2018, Sony Corporation unveiled an entertainment robot that used analytics and artificial intelligence to guide the robots' motions.


In the upcoming years, the market for entertainment robots is anticipated to be driven by improvements in artificial intelligence technology, its use in children's toys, and rising demand for animatronics. The use of entertainment robots is also developing as a result of the rising numbers of children and the elderly, as well as the lack of resources available to care for them.


The market possibility for entertainment robots is increased by the usage of education robots for educational reasons. The market for entertainment robots has expanded as a result of the rising demand for both educational and entertainment robots. The market has grown as a result of the rising demand for educational robots among trainers, educational institutions, and parents for instructional purposes. Robots are utilised for problem-solving, critical thinking, creative problem-solving, and innovative problem-solving in addition to for entertainment, and doing the reasoning enables for improvement. Over the upcoming years, the entertainment robots market is anticipated to be driven by developments in artificial intelligence technology, its application in children's toys, and a rise in the demand for animatronics. The use of entertainment robots is also boosted by the expanding populations of children and older people and the shortage of resources to care for them. Additionally, it is anticipated that the capacity of entertainment robots to engage with spectators during live events would drive the industry during the anticipated timeframe. Thus, driving the Entertainment Robots market revenue.


Entertainment Robots Market Segment Insights:


Entertainment Robots Product Insights


The Entertainment Robots Market segmentation, based on Product, includes Robot Toys, Educational Robots, and Robotic Companion Pets. Robot toys segment accounted for the largest revenue share in 2022. The causes can be linked to robotic toys' capacity to imitate human perception and carry out tasks like dancing, moving, and interacting with people. This is further attributed to the systems' capacity for mass production at low cost and their widespread adoption for use in children's education. Furthermore, because to the tremendous advancements made in speech recognition, moving, dancing, and walking capabilities of these bots, humanoids are anticipated to gain significant industry momentum. Due to their major uses as marketing tools and fake performers largely to promote their works of art or manufactured goods and technology, commercial show items are also experiencing significant growing momentum.


Entertainment Robots End User Insights


The Entertainment Robots Market segmentation, based on End User, includes Media, Education, Retail, and Others. Retail segment dominated the Entertainment Robots Market in 2022. This is a result of kids having such a strong need for toys.


Figure 1: Entertainment Robots Market, by End User, 2022 & 2032 (USD Billion)


Entertainment Robots Market, by End User, 2022 & 2032


Product: Secondary Research, Primary Research, MRFR Database and Analyst Review


Entertainment Robots Regional Insights


By region, the study provides the market insights into North America, Europe, Asia-Pacific and Rest of the World. The Asia Pacific Entertainment Robots market dominated this market in 2022 (45.80%). Due to an increase in industrial and production bases, the market for entertainment robots is anticipated to increase in growing economies like China and India, among others. The development of eldercare robots will receive money, according to the Japanese government, to help close the projected 380,000-person skilled labour shortage by 2025. The Japanese government also wants to guarantee that all new cars sold in Japan by 2050 would be either electric or hybrid. To hasten the private sector's development of batteries and motors for electric vehicles, the nation plans to provide subsidies. This is anticipated to accelerate the use of elderly care robots in homes in the near future. Moreover, China’s Entertainment Robots market held the largest market share, and the Indian Entertainment Robots market was the fastest growing market in the Asia-Pacific region.


Further, the major countries studied in the market report are The US, Canada, German, France, the UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil.


Figure 2: Entertainment Robots Market SHARE BY REGION 2022 (USD Billion)


Entertainment Robots Market SHARE BY REGION 2022


Product: Secondary Research, Primary Research, MRFR Database and Analyst Review


The North America Entertainment Robots Market is expected to register significant growth from 2023 to 2032. The market for entertainment robots is projected to grow more quickly as a result of North America's rapid industrialization and capacity development. Additionally, the rising automotive sector is anticipated to fuel market expansion in regions like North America. Further, the U.S. Entertainment Robots market held the largest market share, and the Canada Entertainment Robots market was the fastest growing market in the North America region.


Europe Entertainment Robots market accounted for the healthy market share in 2022. This is because several well-known foreign suppliers have entered the market, which will support the market's further expansion in this area. Further, the German Entertainment Robots market held the largest market share, and the U.K Entertainment Robots market was the fastest growing market in the European region.


Entertainment Robots Key Market Players & Competitive Insights


Leading market players are investing heavily in research and development in order to expand their product lines, which will help the Entertainment Robots market, grow even more. Market participants are also undertaking a variety of strategic activities to expand their global footprint, with important market developments including new product launches, contractual agreements, mergers and acquisitions, higher investments, and collaboration with other organizations. To expand and survive in a more competitive and rising market climate, Entertainment Robots industry must offer cost-effective items.


Manufacturing locally to minimize operational costs is one of the key business tactics used by manufacturers in the global Entertainment Robots industry to benefit clients and increase the market sector. In recent years, the Entertainment Robots industry has offered some of the most significant advantages to medicine. Major players in the Entertainment Robots market, including Kuk of Germany, Hasbro Inc. of the United States, Mattel Inc of United States, Sphero of United States, Bluefrog Robotics of France, Modular Robotics of United States, Robobuilder of South Korea, Sony Corporation of Japan, and Lego of Denmark, are attempting to increase market demand by investing in research and development operations.


A company that uses artificial intelligence is SenseTime Group Ltd. It offers deep learning technologies for word and character identification, object recognition, image processing, object recognition, mobile vehicle recognition, and human body recognition. Additionally, SenseTime Intelligent offers SenseAuto for automation, SenseVide for video analysis, and SenseID, a platform for identity verification. The business offers its services in a variety of industries, including commercial space management, residential property management, urban management, manufacturing, infrastructure, transportation, mobile equipment and apps, and automobiles. The headquarters of SenseTime are in Hong Kong. A Chinese chess-playing robot with artificial intelligence (AI) called "SenseRobot" was introduced by SenseTime in August 2022. Artificial intelligence technology and conventional Chinese chess culture are combined in this offering.


Electronics, semiconductors, medical equipment, tools, and devices are all produced by Sony Group Corp. (Sony). Televisions, cell phones, cameras, music systems, game consoles, software, batteries, and other electronic parts are among the company's goods. In addition to running television and digital networks, Sony creates, acquires, and distributes movie pictures, television shows, and recorded music. The business advertises its goods through distributors, sales divisions, and online direct sales. It sells goods under the brands Airpeak, Sony, PlayStation, Walkman, Blu-ray, Cyber-shot, Bravia, Exmor, and Experia. The corporation has operations in the Americas, Europe, the Middle East, Asia-Pacific, and Africa. The headquarters of Sony are in Minato-Ku, Tokyo, Japan. The School of Computer Science at Carnegie Mellon University and Sony Corporation, through Sony Corporation of America, a U.S. subsidiary, partnered on robotics and artificial intelligence (AI) research in April 2018.


Key Companies in the Entertainment Robots market include




  • Kuk of Germany




  • Hasbro Inc. of the United States




  • Mattel Inc of United States




  • Sphero of United States




  • Bluefrog Robotics of France




  • Modular Robotics of United States




  • Robobuilder of South Korea




  • Sony Corporation of Japan




  • Lego of Denmark




Entertainment Robots Industry Developments


October 2022: Robotex India announced that it would begin a number of efforts to strengthen the STEM education environment in India in partnership with BMC Software India Pvt. Ltd. BMC Software wants to empower 250 female students from government schools in Pune with the technical skills necessary to increase their employability and close the gender gap through the industry programme "Build Your First Robot." Such activities can boost the market under study's future growth.


October 2022: ABB unveiled its smallest industrial robot ever, opening up novel opportunities for the rapid, flexible, and high-quality manufacture of wearable intelligent devices. The new IRB 1010 offers electronics manufacturers the chance to increase their automated production of goods, such as high-tech watches, headphones, sensors, and health trackers. It does this with its small size, class-leading payload, and unmatched precision.


Entertainment Robots Market Segmentation:


Entertainment Robots Product Outlook




  • Robot Toys




  • Educational Robots




  • Robotic Companion Pets




Entertainment Robots End User Outlook




  • Media




  • Education




  • Retail




  • Others




Entertainment Robots Regional Outlook




  • North America




    • US




    • Canada






  • Europe




    • Germany




    • France




    • UK




    • Italy




    • Spain




    • Rest of Europe






  • Asia-Pacific




    • China




    • Japan




    • India




    • Australia




    • South Korea




    • Australia




    • Rest of Asia-Pacific






  • Rest of the World




    • Middle East




    • Africa




    • Latin America





Report Scope:

Report Attribute/Metric Details
Market Size 2022 USD 2.5 Billion
Market Size 2023 USD 3.1 Billion
Market Size 2032 USD 18.1 Billion
Compound Annual Growth Rate (CAGR) 24.60% (2023-2032)
Base Year 2022
Market Forecast Period 2023-2032
Historical Data 2018- 2022
Market Forecast Units Value (USD Billion)
Report Coverage Revenue Forecast, Market Competitive Landscape, Growth Factors, and Trends
Segments Covered Product, End User, and Region
Geographies Covered North America, Europe, Asia Pacific, and the Rest of the World
Countries Covered The U.S., Canada, German, France, U.K, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil
Key Companies Profiled Kuk of Germany, Hasbro Inc. of the United States, Mattel Inc of United States, Sphero of United States, Bluefrog Robotics of France, Modular Robotics of United States, Robobuilder of South Korea, Sony Corporation of Japan, and Lego of Denmark
Key Market Opportunities Increasing demand for robot companion pets
Key Market Dynamics Development of entertainment robots with high artificial intelligence (AI) and increasing use of robots among children and senior adults




Frequently Asked Questions (FAQ) :

The Entertainment Robots Market size was valued at USD 2.5 Billion in 2022.

The global market is projected to grow at a CAGR of 24.60% during the forecast period, 2023-2032.

Asia Pacific had the largest share in the global market

The key players in the market are Kuk of Germany, Hasbro Inc. of the United States, Mattel Inc of United States, Sphero of United States, Bluefrog Robotics of France, Modular Robotics of United States, Robobuilder of South Korea, Sony Corporation of Japan, and Lego of Denmark

The Robot Toys Product dominated the market in 2022.

The Retail End User had the largest share in the global market.

Key Questions Answered

  • Global Market Outlook
  • In-depth analysis of global and regional trends
  • Analyze and identify the major players in the market, their market share, key developments, etc.
  • To understand the capability of the major players based on products offered, financials, and strategies.
  • Identify disrupting products, companies, and trends.
  • To identify opportunities in the market.
  • Analyze the key challenges in the market.
  • Analyze the regional penetration of players, products, and services in the market.
  • Comparison of major players’ financial performance.
  • Evaluate strategies adopted by major players.
  • Recommendations
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