Europe Entertainment and Leisure Robots Market by Component, Application, End-user and Country 2014-2025: Growth Opportunity and Business Strategy

  • GMD estimates that Europe entertainment and leisure robots market has reached $667.1 million in 2018 owing to a growing adoption of all types of entertainment and leisure robots in both household and commercial applications across the region.

    Highlighted with 22 tables and 51 figures, this 118-page report “Europe Entertainment and Leisure Robots Market by Component, Application, End-user and Country 2014-2025: Growth Opportunity and Business Strategy” is based on a comprehensive research of Europe entertainment and leisure robots market by analyzing the entire regional market and all its sub-segments through extensively detailed classifications. Profound analysis and assessment are generated from premium primary and secondary information sources with inputs derived from industry professionals across the value chain. The report provides historical market data for 2014-2017, revenue estimates for 2018, and forecasts from 2019 till 2025. (Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.)

    In-depth qualitative analyses include identification and investigation of the following aspects:

    • Market Structure

    • Growth Drivers

    • Restraints and Challenges

    • Emerging Product Trends & Market Opportunities

    • Porter’s Fiver Forces

    The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe entertainment and leisure robots market in every aspect of the classification from perspectives of component, application, end-user and country.

    Based on system component, the Europe market is segmented into the following sub-markets with annual revenue included for 2014-2025 (historical and forecast) for each section.

    • Hardware

    • Software

    • Services

    On basis of application, the Europe market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.

    • Robotic Toys & Hobby Systems

    • Education & Research Robots

    • Robotic Companion Pets

    • Commercial & Art Robots

    On basis of end-user, the Europe market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.

    • Household Sector (further segmented into Children, Elderly People, and Guests/Clients)

    • Commercial Sector (further split into Live Performances, Amusement Parks, Museums, and Other Entertainment Venues)

    Geographically, the following national markets are fully investigated:

    • Germany

    • France

    • UK

    • Italy

    • Russia

    • Rest of Europe

    For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2014-2025. The breakdown of all key national markets by application and end-user over the forecast years are also included.

    The report also covers current competitive scenario and the predicted manufacture trend; and profiles key vendors including market leaders and important emerging players.

    Specifically, potential risks associated with investing in Europe entertainment and leisure robots market and industry are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

    Key Players:

    Blue Frog Robotics SAS

    Hasbro, Inc.

    Lego System A/S

    Mattel, Inc.

    Modular Robotics Incorporated

    RoboBuilder Co., Ltd.

    Softbank Robotics

    Sony Corporation

    Sphero, Inc.

    Toshiba Machine Co., Ltd.

    WowWee Group Limited

    (Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.)

     

  • Table of Contents

    1 Introduction 4

    1.1 Industry Definition and Research Scope 4

    1.1.1 Industry Definition 4

    1.1.2 Research Scope 5

    1.2 Research Methodology 6

    1.2.1 Overview of Market Research Methodology 6

    1.2.2 Market Assumption 7

    1.2.3 Secondary Data 7

    1.2.4 Primary Data 7

    1.2.5 Data Filtration and Model Design 8

    1.2.6 Market Size/Share Estimation 9

    1.2.7 Research Limitations 10

    1.3 Executive Summary 11

    2 Market Overview and Qualitative Analysis 13

    2.1 Market Size and Forecast 13

    2.2 Major Growth Drivers 15

    2.3 Market Restraints and Challenges 21

    2.4 Emerging Opportunities and Market Trends 24

    2.5 Porter’s Fiver Forces Analysis 28

    3 Segmentation of Europe Market by Component 33

    3.1 Market Overview by Component 33

    3.2 Europe Entertainment and Leisure Robot Hardware Market 2014-2025 36

    3.3 Europe Entertainment and Leisure Robot Software Market 2014-2025 37

    3.4 Europe Entertainment and Leisure Robot Services Market 2014-2025 38

    4 Segmentation of Europe Market by Application 40

    4.1 Market Overview by Application 40

    4.2 Europe Robotic Toys & Hobby Systems Market 2014-2025 43

    4.3 Europe Education & Research Robots Market 2014-2025 50

    4.4 Europe Robotic Companion Pets Market 2014-2025 52

    4.5 Europe Commercial & Art Robots Market 2014-2025 54

    5 Segmentation of Europe Market by End-user 56

    5.1 Market Overview by End-user 56

    5.2 Europe Entertainment and Leisure Robots Market for Household Sector 2014-2025 59

    5.2.1 Europe Entertainment and Leisure Robots Market for Children 2014-2025 61

    5.2.2 Europe Entertainment and Leisure Robots Market for Elderly People 2014-2025 62

    5.2.3 Europe Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 63

    5.3 Europe Entertainment and Leisure Robots Market for Commercial Sector 2014-2025 64

    5.3.1 Europe Entertainment and Leisure Robots Market for Live Performances 2014-2025 66

    5.3.2 Europe Entertainment and Leisure Robots Market for Amusement Parks 2014-2025 68

    5.3.3 Europe Entertainment and Leisure Robots Market for Museums 2014-2025 69

    5.3.4 Europe Entertainment and Leisure Robots Market for Other Entertainment Venues 2014-2025 70

    6 European Market 2014-2025 by Country 71

    6.1 Overview of European Market 71

    6.2 Germany 75

    6.3 UK 77

    6.4 France 79

    6.5 Russia 81

    6.6 Italy 83

    6.7 Rest of European Market 85

    7 Competitive Landscape 87

    7.1 Overview of Key Vendors 87

    7.2 Company Profiles 91

    8 Investing in Europe Market: Risk Assessment and Management 112

    8.1 Risk Evaluation of Europe Market 112

    8.2 Critical Success Factors (CSFs) 115

    RELATED REPORTS AND PRODUCTS 118

     

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