Global Entertainment and Leisure Robots Market 201
Post# of 301275
Dublin, Aug. 17, 2018 (GLOBE NEWSWIRE) -- The "Global Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2014-2025: Growth Opportunity and Business Strategy" report has been added to ResearchAndMarkets.com's offering.
The aggregated revenue of global entertainment and leisure robots market is expected to reach $34.3 billion during 2018-2025 owing to a growing adoption of all types of entertainment and leisure robots in both household and commercial applications across the globe. 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 2014-2016, revenue estimates for 2017, and forecasts from 2018 till 2025. 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 global market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify global entertainment and leisure robots market in every aspect of the classification from perspectives of component, application, end-user and region. Based on system component, the global 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 global 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 global 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 regions together with the listed national markets are fully investigated:
- APAC (Japan, China, Australia, India, South Korea and Rest of APAC)
- Europe (Germany, France, UK, Italy, Russia, Rest of Europe)
- North America (U.S. and Canada)
- Latin America (Brazil, Mexico, Argentina, Rest of Latin America)
- RoW (UAE, Saudi Arabia, Iran)
For each of the aforementioned regions and countries, detailed analysis and data for annual revenue are available for 2014-2025. The breakdown of all regional markets by country and split of 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 global entertainment and leisure robot vendors including market leaders and important emerging players.
Key Topics Covered:
1 Introduction 1.1 Industry Definition and Research Scope 1.1.1 Industry Definition 1.1.2 Research Scope 1.2 Research Methodology 1.3 Executive Summary 2 Market Overview and Qualitative Analysis 2.1 Market Size and Forecast 2.2 Major Growth Drivers 2.3 Market Restraints and Challenges 2.4 Emerging Opportunities and Market Trends 2.5 Porter's Fiver Forces Analysis 3 Segmentation of Global Market by Component 3.1 Market Overview by Component 3.2 Global Entertainment and Leisure Robot Hardware Market 2014-2025 3.3 Global Entertainment and Leisure Robot Software Market 2014-2025 3.4 Global Entertainment and Leisure Robot Services Market 2014-2025 4 Segmentation of Global Market by Application 4.1 Market Overview by Application 4.2 Global Robotic Toys & Hobby Systems Market 2014-2025 4.3 Global Education & Research Robots Market 2014-2025 4.4 Global Robotic Companion Pets Market 2014-2025 4.5 Global Commercial & Art Robots Market 2014-2025 5 Segmentation of Global Market by End-user 5.1 Market Overview by End-user 5.2 Global Entertainment and Leisure Robots Market for Household Sector 2014-2025 5.2.1 Global Entertainment and Leisure Robots Market for Children 2014-2025 5.2.2 Global Entertainment and Leisure Robots Market for Elderly People 2014-2025 5.2.3 Global Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 5.3 Global Entertainment and Leisure Robots Market for Commercial Sector 2014-2025 5.3.1 Global Entertainment and Leisure Robots Market for Live Performances 2014-2025 5.3.2 Global Entertainment and Leisure Robots Market for Amusement Parks 2014-2025 5.3.3 Global Entertainment and Leisure Robots Market for Museums 2014-2025 5.3.4 Global Entertainment and Leisure Robots Market for Other Entertainment Venues 2014-2025 6 Segmentation of Global Market by Region 7 Competitive Landscape 7.1 Overview of Key Vendors 7.2 Company Profiles 8 Investing in Global Market: Risk Assessment and Management 8.1 Risk Evaluation of Global Market 8.2 Critical Success Factors (CSFs)
Companies Mentioned
- 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
For more information about this report visit https://www.researchandmarkets.com/research/w...lobal?w=12
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