

The robots that are designed for the sole purpose of providing entertainment to humans, are categorized under home entertainment and leisure robots. These robots are designed and developed with artificial intelligence and robotics to interact with speech recognition and face-tracking.
The global Âé¶¹Ô´´ Entertainment and Leisure Robots market was valued at US$ 814 million in 2023 and is anticipated to reach US$ 3272.6 million by 2030, witnessing a CAGR of 22.3% during the forecast period 2024-2030.
As an important force driving a new round of scientific and technological revolution, artificial intelligence has been of national strategic importance. Many governments introduces polices and increase capital investment to support AI companies. The Digital Europe plan adopted by the European Union will allocate €9.2 billion on high-tech investments, such as supercomputing, artificial intelligence, and network security. In order to maintain its leading position, the United States will increase its investment in artificial intelligence research and development in non-defense fields, from US$1.6 billion to US$1.7 billion in 2022. According to the latest data released by IDC, global artificial intelligence revenue was US$432.8 billion in 2022, a year-on-year increase of 19.6%, including software, hardware and services. China and the United States are two leaders in AI industry. On the AI 100 list (2022) released by CB Insights, the number of companies in the United States ranks first, with more than 70 companies, followed by the United Kingdom, with 8 companies on the list. China and Canada both holds 5 companies on the list. According to data from the China Academy of Information and Communications Technology, the scale of China's core artificial intelligence industry reached ¥508 billion in 2022, a year-on-year increase of 18%. From 2013 to November 2022, the cumulative number of patent applications for artificial intelligence inventions in the world reached 729,000, and the cumulative number of applications in China reached 389,000, accounting for 53.4%. However, the Global Artificial Intelligence Innovation Index Report 2021 released by the China Institute of Scientific and Technological Information shows that the overall strength of the United States is still far ahead. The number of artificial intelligence companies in the United States is about 4,670, while China has only 880. China's data center is less than 1/20 of that of the United States.
This report aims to provide a comprehensive presentation of the global market for Âé¶¹Ô´´ Entertainment and Leisure Robots, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Âé¶¹Ô´´ Entertainment and Leisure Robots.
Report Scope
The Âé¶¹Ô´´ Entertainment and Leisure Robots market size, estimations, and forecasts are provided in terms of sales volume (K Units) and revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. This report segments the global Âé¶¹Ô´´ Entertainment and Leisure Robots market comprehensively. Regional market sizes, concerning products by Type, by Application, and by players, are also provided.
For a more in-depth understanding of the market, the report provides profiles of the competitive landscape, key competitors, and their respective market ranks. The report also discusses technological trends and new product developments.
The report will help the Âé¶¹Ô´´ Entertainment and Leisure Robots manufacturers, new entrants, and industry chain related companies in this market with information on the revenues, sales volume, and average price for the overall market and the sub-segments across the different segments, by company, by Type, by Application, and by regions.
Âé¶¹Ô´´ Segmentation
By Company
Modular Robotics
Robobuilder
SoftBank Robotics
Sony Corporation
Sphero
Blue Frog Robotics
WowWee Group
Segment by Type
Education and Research Robots
Robotic Companion Pets
Others
Segment by Application
Children
Elderly People
Others
Consumption by Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
India
Australia
China Taiwan
Indonesia
Thailand
Malaysia
Latin America
Mexico
Brazil
Argentina
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (by region, by Type, by Application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Detailed analysis of Âé¶¹Ô´´ Entertainment and Leisure Robots manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Sales, revenue of Âé¶¹Ô´´ Entertainment and Leisure Robots in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 4: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 7: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 8: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 9: The main points and conclusions of the report.
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Overview
1.1 Product Overview and Scope of Âé¶¹Ô´´ Entertainment and Leisure Robots
1.2 Âé¶¹Ô´´ Entertainment and Leisure Robots Segment by Type
1.2.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Value Comparison by Type (2024-2030)
1.2.2 Education and Research Robots
1.2.3 Robotic Companion Pets
1.2.4 Others
1.3 Âé¶¹Ô´´ Entertainment and Leisure Robots Segment by Application
1.3.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Value by Application: (2024-2030)
1.3.2 Children
1.3.3 Elderly People
1.3.4 Others
1.4 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Size Estimates and Forecasts
1.4.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue 2019-2030
1.4.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales 2019-2030
1.4.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Average Price (2019-2030)
1.5 Assumptions and Limitations
2 Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Competition by Manufacturers
2.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales Âé¶¹Ô´´ Share by Manufacturers (2019-2024)
2.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue Âé¶¹Ô´´ Share by Manufacturers (2019-2024)
2.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Average Price by Manufacturers (2019-2024)
2.4 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Industry Ranking 2022 VS 2023 VS 2024
2.5 Global Key Manufacturers of Âé¶¹Ô´´ Entertainment and Leisure Robots, Manufacturing Sites & Headquarters
2.6 Global Key Manufacturers of Âé¶¹Ô´´ Entertainment and Leisure Robots, Product Type & Application
2.7 Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Competitive Situation and Trends
2.7.1 Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Concentration Rate
2.7.2 The Global Top 5 and Top 10 Largest Âé¶¹Ô´´ Entertainment and Leisure Robots Players Âé¶¹Ô´´ Share by Revenue
2.7.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2 and Tier 3)
2.8 Manufacturers Mergers & Acquisitions, Expansion Plans
3 Âé¶¹Ô´´ Entertainment and Leisure Robots Retrospective Âé¶¹Ô´´ Scenario by Region
3.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Size by Region: 2019 Versus 2023 Versus 2030
3.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Region: 2019-2030
3.2.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Region: 2019-2024
3.2.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Region: 2025-2030
3.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Region: 2019-2030
3.3.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Region: 2019-2024
3.3.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Region: 2025-2030
3.4 North America Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Facts & Figures by Country
3.4.1 North America Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
3.4.2 North America Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Country (2019-2030)
3.4.3 North America Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Country (2019-2030)
3.4.4 United States
3.4.5 Canada
3.5 Europe Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Facts & Figures by Country
3.5.1 Europe Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
3.5.2 Europe Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Country (2019-2030)
3.5.3 Europe Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Country (2019-2030)
3.5.4 Germany
3.5.5 France
3.5.6 U.K.
3.5.7 Italy
3.5.8 Russia
3.6 Asia Pacific Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Facts & Figures by Country
3.6.1 Asia Pacific Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
3.6.2 Asia Pacific Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Country (2019-2030)
3.6.3 Asia Pacific Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Country (2019-2030)
3.6.4 China
3.6.5 Japan
3.6.6 South Korea
3.6.7 India
3.6.8 Australia
3.6.9 China Taiwan
3.6.10 Indonesia
3.6.11 Thailand
3.6.12 Malaysia
3.7 Latin America Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Facts & Figures by Country
3.7.1 Latin America Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
3.7.2 Latin America Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Country (2019-2030)
3.7.3 Latin America Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Country (2019-2030)
3.7.4 Mexico
3.7.5 Brazil
3.7.6 Argentina
3.8 Middle East and Africa Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Facts & Figures by Country
3.8.1 Middle East and Africa Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Size by Country: 2019 VS 2023 VS 2030
3.8.2 Middle East and Africa Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Country (2019-2030)
3.8.3 Middle East and Africa Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Country (2019-2030)
3.8.4 Turkey
3.8.5 Saudi Arabia
3.8.6 UAE
4 Segment by Type
4.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Type (2019-2030)
4.1.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Type (2019-2024)
4.1.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Type (2025-2030)
4.1.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales Âé¶¹Ô´´ Share by Type (2019-2030)
4.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Type (2019-2030)
4.2.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Type (2019-2024)
4.2.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Type (2025-2030)
4.2.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue Âé¶¹Ô´´ Share by Type (2019-2030)
4.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Price by Type (2019-2030)
5 Segment by Application
5.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Application (2019-2030)
5.1.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Application (2019-2024)
5.1.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales by Application (2025-2030)
5.1.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Sales Âé¶¹Ô´´ Share by Application (2019-2030)
5.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Application (2019-2030)
5.2.1 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Application (2019-2024)
5.2.2 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue by Application (2025-2030)
5.2.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Revenue Âé¶¹Ô´´ Share by Application (2019-2030)
5.3 Global Âé¶¹Ô´´ Entertainment and Leisure Robots Price by Application (2019-2030)
6 Key Companies Profiled
6.1 Modular Robotics
6.1.1 Modular Robotics Corporation Information
6.1.2 Modular Robotics Description and Business Overview
6.1.3 Modular Robotics Âé¶¹Ô´´ Entertainment and Leisure Robots Sales, Revenue and Gross Margin (2019-2024)
6.1.4 Modular Robotics Âé¶¹Ô´´ Entertainment and Leisure Robots Product Portfolio
6.1.5 Modular Robotics Recent Developments/Updates
6.2 Robobuilder
6.2.1 Robobuilder Corporation Information
6.2.2 Robobuilder Description and Business Overview
6.2.3 Robobuilder Âé¶¹Ô´´ Entertainment and Leisure Robots Sales, Revenue and Gross Margin (2019-2024)
6.2.4 Robobuilder Âé¶¹Ô´´ Entertainment and Leisure Robots Product Portfolio
6.2.5 Robobuilder Recent Developments/Updates
6.3 SoftBank Robotics
6.3.1 SoftBank Robotics Corporation Information
6.3.2 SoftBank Robotics Description and Business Overview
6.3.3 SoftBank Robotics Âé¶¹Ô´´ Entertainment and Leisure Robots Sales, Revenue and Gross Margin (2019-2024)
6.3.4 SoftBank Robotics Âé¶¹Ô´´ Entertainment and Leisure Robots Product Portfolio
6.3.5 SoftBank Robotics Recent Developments/Updates
6.4 Sony Corporation
6.4.1 Sony Corporation Corporation Information
6.4.2 Sony Corporation Description and Business Overview
6.4.3 Sony Corporation Âé¶¹Ô´´ Entertainment and Leisure Robots Sales, Revenue and Gross Margin (2019-2024)
6.4.4 Sony Corporation Âé¶¹Ô´´ Entertainment and Leisure Robots Product Portfolio
6.4.5 Sony Corporation Recent Developments/Updates
6.5 Sphero
6.5.1 Sphero Corporation Information
6.5.2 Sphero Description and Business Overview
6.5.3 Sphero Âé¶¹Ô´´ Entertainment and Leisure Robots Sales, Revenue and Gross Margin (2019-2024)
6.5.4 Sphero Âé¶¹Ô´´ Entertainment and Leisure Robots Product Portfolio
6.5.5 Sphero Recent Developments/Updates
6.6 Blue Frog Robotics
6.6.1 Blue Frog Robotics Corporation Information
6.6.2 Blue Frog Robotics Description and Business Overview
6.6.3 Blue Frog Robotics Âé¶¹Ô´´ Entertainment and Leisure Robots Sales, Revenue and Gross Margin (2019-2024)
6.6.4 Blue Frog Robotics Âé¶¹Ô´´ Entertainment and Leisure Robots Product Portfolio
6.6.5 Blue Frog Robotics Recent Developments/Updates
6.7 WowWee Group
6.6.1 WowWee Group Corporation Information
6.6.2 WowWee Group Description and Business Overview
6.6.3 WowWee Group Âé¶¹Ô´´ Entertainment and Leisure Robots Sales, Revenue and Gross Margin (2019-2024)
6.4.4 WowWee Group Âé¶¹Ô´´ Entertainment and Leisure Robots Product Portfolio
6.7.5 WowWee Group Recent Developments/Updates
7 Industry Chain and Sales Channels Analysis
7.1 Âé¶¹Ô´´ Entertainment and Leisure Robots Industry Chain Analysis
7.2 Âé¶¹Ô´´ Entertainment and Leisure Robots Key Raw Materials
7.2.1 Key Raw Materials
7.2.2 Raw Materials Key Suppliers
7.3 Âé¶¹Ô´´ Entertainment and Leisure Robots Production Mode & Process
7.4 Âé¶¹Ô´´ Entertainment and Leisure Robots Sales and Âé¶¹Ô´´ing
7.4.1 Âé¶¹Ô´´ Entertainment and Leisure Robots Sales Channels
7.4.2 Âé¶¹Ô´´ Entertainment and Leisure Robots Distributors
7.5 Âé¶¹Ô´´ Entertainment and Leisure Robots Customers
8 Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Dynamics
8.1 Âé¶¹Ô´´ Entertainment and Leisure Robots Industry Trends
8.2 Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Drivers
8.3 Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Challenges
8.4 Âé¶¹Ô´´ Entertainment and Leisure Robots Âé¶¹Ô´´ Restraints
9 Research Finding and Conclusion
10 Methodology and Data Source
10.1 Methodology/Research Approach
10.1.1 Research Programs/Design
10.1.2 Âé¶¹Ô´´ Size Estimation
10.1.3 Âé¶¹Ô´´ Breakdown and Data Triangulation
10.2 Data Source
10.2.1 Secondary Sources
10.2.2 Primary Sources
10.3 Author List
10.4 Disclaimer
Modular Robotics
Robobuilder
SoftBank Robotics
Sony Corporation
Sphero
Blue Frog Robotics
WowWee Group
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*If Applicable.