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

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  • GMD predicts that North America entertainment and leisure robots market will reach $2.508 billion by 2025 owing to a growing adoption of all types of entertainment and leisure robots in both household and commercial applications across the region.

    Highlighted with 16 tables and 47 figures, this 110-page report “North America 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 North America 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 North America market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify North America 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 North America 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 North America 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 North America 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:

    • U.S.

    • Canada

    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 North America 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.)

     

  • With tables and figures helping analyze worldwide North America Entertainment and Leisure Robots market, this research provides key statistics on the state of the industry and is a valuable source of guidance and direction for companies and individuals interested in the market.


    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 North America Market by Component 33

    3.1 Market Overview by Component 33

    3.2 North America Entertainment and Leisure Robot Hardware Market 2014-2025 36

    3.3 North America Entertainment and Leisure Robot Software Market 2014-2025 37

    3.4 North America Entertainment and Leisure Robot Services Market 2014-2025 38


    4 Segmentation of North America Market by Application 40

    4.1 Market Overview by Application 40

    4.2 North America Robotic Toys & Hobby Systems Market 2014-2025 43

    4.3 North America Education & Research Robots Market 2014-2025 50

    4.4 North America Robotic Companion Pets Market 2014-2025 52

    4.5 North America Commercial & Art Robots Market 2014-2025 54


    5 Segmentation of North America Market by End-user 56

    5.1 Market Overview by End-user 56

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

    5.2.1 North America Entertainment and Leisure Robots Market for Children 2014-2025 61
    5.2.2 North America Entertainment and Leisure Robots Market for Elderly People 2014-2025 62
    5.2.3 North America Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 63

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

    5.3.1 North America Entertainment and Leisure Robots Market for Live Performances 2014-2025 66
    5.3.2 North America Entertainment and Leisure Robots Market for Amusement Parks 2014-2025 68
    5.3.3 North America Entertainment and Leisure Robots Market for Museums 2014-2025 69
    5.3.4 North America Entertainment and Leisure Robots Market for Other Entertainment Venues 2014-2025 70

    6 North America Market 2014-2025 by Country 71

    6.1 Overview of North America Market 71

    6.2 U.S. Market 74

    6.3 Canadian Market 77


    7 Competitive Landscape 79

    7.1 Overview of Key Vendors 79

    7.2 Company Profiles 83


    8 Investing in North America Market: Risk Assessment and Management 104

    8.1 Risk Evaluation of North America Market 104

    8.2 Critical Success Factors (CSFs) 107

    RELATED REPORTS AND PRODUCTS 110

     

  • The North America Entertainment and Leisure Robots Market has been segregated into various crucial divisions including applications, types, and regions. Each market segment is intensively studied in the report contemplating its market acceptance, worthiness, demand, and growth prospects. The segmentation analysis will help the client to customize their marketing approach to have a better command of each segment and to identify the most prospective customer base.

    Report Objectives / Segmentation Covered :
    By Companies / 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
    By Regions:
      By Type:
        By Application:
        Licensing options
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        Research objectives

        Where will all these developments take the industry in the long

        To study and analyze the global Market consumption (value & volume) by key regions/countries, product type and application, history data from 2015 to 2019, and forecast to 2025.

        What are the future opportunities in the market?

        To understand the structure of Market by identifying its various subsegments.

        What are the major driving forces expected to impact the development of the market market across different regions?

        To analyze the market with respect to individual growth trends, future prospects, and their contribution to the total market.

        Which industry trends are likely to shape the future of the industry during the forecast period 2020-2025?

        To project the consumption of market submarkets, with respect to key regions.

        Who are the major driving forces expected to decide the fate of the industry worldwide.

        To strategically profile the key players and comprehensively analyze their growth strategies.

        What are the key barriers and threats believed to hinder the development of the industry?

        To analyze competitive developments such as expansions,agreements, new product launches, and acquisitions in the market.

        Who are the prominent market players making a mark in the market with their winning strategies?

        To share detailed information about the key factors influencing the growth of the market

        What will be the growth rate and the market size of the industry for the forecast period 2020-2025?

        Focuses on the key global market Vendors, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis and development plans in next few years.

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