GITNUX MARKETDATA REPORT 2024

Entertainment Robots Industry Statistics

The Entertainment Robots Industry is expected to experience significant growth in the coming years due to increasing interest and investment in interactive and innovative entertainment technology.

Highlights: Entertainment Robots Industry Statistics

  • The global entertainment robots market was valued at over $2.5 billion in 2019.
  • Asia Pacific region is expected to be the fastest-growing entertainment robots market over the forecast period.
  • The increasing demand for companion robots is driving the growth of the entertainment robots market.
  • There are a projected 40,000 entertainment robots in use in U.S. homes in 2020.
  • The Entertainment Robots Market is expected to reach $34.2 billion by 2026.
  • Hasbro Inc. is established as the leader in the Entertainment Robots Market.
  • Anki Cozmo, a small toy robot, was one of the highest-selling toys of 2017.
  • LEGO Mindstorm EV3, a robotic toy, has been sold in more than 70 countries.
  • Gaming robots are expected to account for more than half of the entertainment robots market in 2024.
  • Educational experience entertainment robots are projected to increase its market share by 2025.
  • The leading players in entertainment robots market largely focus on product developments and partnerships for expansion.
  • The top 5 key players in the entertainment robots industry accounted for around 71% of market share in 2019.
  • South Korea is expected to hold a significant share in the growth of Asia Pacific entertainment robot market.
  • In the future, the entertainment industry is expected to introduce robots that possess the ability to modify their behaviour based on the environment.
  • The application of entertainment robots in media and education purposes is expected to drive the market growth.

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The Latest Entertainment Robots Industry Statistics Explained

The global entertainment robots market was valued at over $2.5 billion in 2019.

The statistic “The global entertainment robots market was valued at over $2.5 billion in 2019” indicates that the total worth of the market for entertainment robots worldwide was estimated to be more than $2.5 billion in the year 2019. This valuation encompasses the revenue generated from the sales of various types of entertainment robots such as robotic toys, drones, companion robots, and other robotic devices designed for entertainment purposes. The figure serves as a metric to gauge the size and economic significance of the entertainment robotics industry, highlighting its substantial market value and potential growth opportunities in the global market.

Asia Pacific region is expected to be the fastest-growing entertainment robots market over the forecast period.

This statistic suggests that the Asia Pacific region is projected to experience the highest rate of growth in the market for entertainment robots compared to other regions over the forecast period. This could be driven by factors such as increasing disposable income, growing interest in technology and robotics, as well as a rising consumer demand for interactive and entertaining robotics products. Companies operating in the entertainment robots industry may find opportunities for expansion and investment in the Asia Pacific region due to the projected growth potential in this market segment.

The increasing demand for companion robots is driving the growth of the entertainment robots market.

The statistic reflects a strong positive correlation between the rising popularity of companion robots and the expansion of the entertainment robots market. As there is a growing demand for companion robots, which are designed to provide companionship and assistance to individuals, it is driving the overall market for entertainment robots. Companion robots often offer interactive and engaging features that can entertain users, making them a desirable choice for consumers seeking both companionship and entertainment. This trend suggests that the entertainment robots market is benefiting from the broader trend of increased interest in robotic companionship and highlights the potential for continued growth and innovation in this sector.

There are a projected 40,000 entertainment robots in use in U.S. homes in 2020.

The statistic suggests that there are an estimated 40,000 entertainment robots being utilized within homes across the United States within the year 2020. This figure serves as an indicator of the popularity and adoption of entertainment robots among the general population. It implies that there is a growing trend towards integrating robotics technology into households for entertainment purposes. The data provides valuable insights into consumer behavior and preferences towards advanced technologies, showcasing a potential shift in consumer habits towards incorporating robotic devices into their daily lives for leisure and amusement.

The Entertainment Robots Market is expected to reach $34.2 billion by 2026.

The statement “The Entertainment Robots Market is expected to reach $34.2 billion by 2026” indicates a projected growth trajectory for the global market focused on entertainment robots, forecasting that the total revenue generated by this sector will amount to $34.2 billion by the year 2026. This implies a significant expansion in the demand and adoption of entertainment robots over the forecast period, reflecting increasing interest and investment in innovative technologies that serve entertainment and leisure purposes. Such a statistic can guide industry stakeholders, investors, and decision-makers in assessing market opportunities, formulating strategies, and making informed business decisions related to the entertainment robotics industry.

Hasbro Inc. is established as the leader in the Entertainment Robots Market.

The statement “Hasbro Inc. is established as the leader in the Entertainment Robots Market” indicates that Hasbro Inc. holds the highest market share or revenue in the entertainment robots industry compared to its competitors. This statistic suggests that Hasbro Inc. has successfully captured a significant portion of the market for entertainment robots, likely due to factors such as product innovation, brand recognition, and effective marketing strategies. Being recognized as the leader in the market implies that Hasbro Inc. is a key player in shaping industry trends, influencing consumer preferences, and setting industry standards for entertainment robots.

Anki Cozmo, a small toy robot, was one of the highest-selling toys of 2017.

The statement ‘Anki Cozmo, a small toy robot, was one of the highest-selling toys of 2017’ indicates that in 2017, Anki Cozmo performed exceptionally well in terms of sales compared to other toys on the market. This statistic suggests that Anki Cozmo was highly popular among consumers during that year, likely due to its unique features, innovative technology, or effective marketing strategies. The high sales numbers of Anki Cozmo in 2017 reflect a strong demand for the product and may have contributed significantly to the overall revenue and success of the company that produces it.

LEGO Mindstorm EV3, a robotic toy, has been sold in more than 70 countries.

This statistic indicates that the LEGO Mindstorm EV3, a robotic toy, has achieved a wide global reach by being sold in over 70 countries. The number of countries where the product is available serves as a measure of its popularity and market presence on a global scale. The widespread distribution of the toy suggests that it has been well-received by consumers around the world and has established a strong international market presence. This information implies that the LEGO Mindstorm EV3 has successfully penetrated diverse markets and has been able to cater to a broad range of audiences across different countries.

Gaming robots are expected to account for more than half of the entertainment robots market in 2024.

This statistic indicates that gaming robots are projected to dominate the entertainment robots market by surpassing a 50% share in 2024. This suggests a significant shift in consumer preferences towards gaming robots as the preferred choice for entertainment purposes. The increasing popularity of gaming robots could be driven by advancements in technology, including artificial intelligence and virtual reality, making them more interactive and engaging for users. This trend highlights the growing importance of gaming robots as a lucrative and competitive segment within the broader entertainment industry, signaling potential opportunities for companies to capitalize on this market trend.

Educational experience entertainment robots are projected to increase its market share by 2025.

The statistic suggests that educational experience entertainment robots are expected to see a growth in their market share by the year 2025. This indicates a trend towards increased adoption and popularity of robots that provide educational and entertaining experiences. The projection likely stems from factors such as advancements in technology, increased consumer interest in robotics for learning and entertainment purposes, and potentially changing demographics or preferences driving the demand for such products. Companies operating in the robotics industry may be adapting their strategies to capitalize on this projected growth and meet the rising demand for educational experience entertainment robots in the market by 2025.

The leading players in entertainment robots market largely focus on product developments and partnerships for expansion.

This statistic suggests that the key players in the entertainment robots market are primarily concentrating on enhancing their products and forming strategic partnerships to drive growth and increase their market presence. By focusing on product development, these leading companies are likely innovating to offer new and improved robot offerings to cater to changing consumer demands and preferences. Additionally, engaging in partnerships allows these firms to leverage the strengths and resources of other companies to access new markets, technologies, or distribution channels. Overall, this emphasis on product development and partnerships signifies a proactive approach adopted by the major players in the entertainment robots market to stay competitive and expand their reach in the industry.

The top 5 key players in the entertainment robots industry accounted for around 71% of market share in 2019.

The statistic indicates that within the entertainment robots industry, a significant concentration of market power is held by the top 5 key players, meaning that a large portion of the industry’s market share is dominated by these companies. Specifically, in 2019, these top players collectively control approximately 71% of the market share, highlighting their strong influence and competitiveness within the industry. This high level of market concentration suggests that these key players wield substantial control over the industry’s dynamics, potentially impacting factors such as pricing, innovation, and overall market trends.

South Korea is expected to hold a significant share in the growth of Asia Pacific entertainment robot market.

This statistic indicates that South Korea is likely to play a prominent role in driving the expansion of the entertainment robot market across the Asia Pacific region. This prediction implies that South Korea’s contributions in terms of innovation, technology, production capacity, and market demand are expected to be substantial, resulting in the country having a noteworthy influence on the overall growth trajectory of the entertainment robot industry within the broader Asia Pacific market. Factors such as a strong ecosystem for robotics development, supportive government policies, a technologically advanced workforce, and a robust consumer base for entertainment products likely contribute to South Korea’s anticipated significance in shaping the future landscape of the entertainment robot market in the region.

In the future, the entertainment industry is expected to introduce robots that possess the ability to modify their behaviour based on the environment.

This statistic suggests a potential advancement in the entertainment industry, indicating that future technologies may involve the integration of robots with adaptive behavior capabilities. These robots are anticipated to possess the ability to dynamically adjust their actions and responses based on the surrounding environment in which they are placed. Such a development could revolutionize the way entertainment is created and experienced, offering new levels of interactivity and engagement for audiences. This shift towards more advanced robotic technology in entertainment could open up innovative possibilities for immersive and personalized experiences across various forms of media, such as interactive performances, theme park attractions, or gaming environments.

The application of entertainment robots in media and education purposes is expected to drive the market growth.

This statistic suggests that the increased utilization of entertainment robots in the fields of media and education is anticipated to have a positive impact on market expansion. Entertainment robots have the ability to engage and entertain users in novel and interactive ways, making them a valuable tool for enhancing the media and education sectors. By incorporating entertainment robots into these industries, organizations can provide engaging and immersive content to audiences, leading to increased consumer interest and participation. This trend is expected to drive market growth as businesses and institutions recognize the potential benefits of integrating entertainment robots into their offerings to create unique and innovative experiences for users.

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How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

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