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  • To Be Published : Jun 2024
  • Code : CMI632
  • Formats :
      Excel and PDF
  • Industry : Smart Technologies

Robotics designed and developed primarily developed for the applications to entertain and educate humans that specifically include small children, guests, clients or elderly population are included in this category. These find significant applications in narrative or commercial venues such as Disneyland rides, and few other hospitality segments to attract customers. These are basically powered by pneumatics, servo motors, and hydraulic actuators to enable the preprogrammed movements.

Increasing applications of these automated systems for education purposes is expected to drive the industry growth through the forecast period

Reinforcing importance of science, engineering, technology, math, and arts skills to the children at young age through these automated systems has garnered huge traction to the industry portfolio, Number of players in the industry are offering low cost and mass produced robotic toys that perform various functions on command. These help the users to enhance and impart problem-solving, critical-thinking, spatial skills, and reasoning to the children. Moreover, parents are increasingly investing in basic level robot building training programs for their children. Growth in demand among trainers, educational institutes and parents for educational purposes are expected to fuel the entertainment robots market growth.

Entertainment Robots Market Taxonomy

On the basis of product type, the global entertainment robots market is classified into:

  • Robotic toys
    • Robot dog
    • Humanoid entertainment robots
    • Substitute pets
  • Commercial show robots
  • Non-commercial art robots

On the basis of applications, the global entertainment robots market is classified into:

  • Domestic
  • Education
  • Research
  • Other commercial applications

Artificial intelligence (AI) integration is one off the key trends gaining significant traction in the entertainment robots market

Design and development of these products with AI have led to significant investments from the participants to gain leverage in the global industry positioning. For instance, Abyss Creations have made significant investments for the development of life sized artificially intelligent humanoid girlfriends that are used as to enhance the learning capability of the sex bots about the owner’s wants and likes.  Moreover, other cognitive skills integration, voice recognition and proprietary programs that can be used to detect the user emotions from their expression in addition with many other AI features that can enhance the information exchange in between the humans and robots will garner increased adoption of these systems over the forecast period.

Domestic toys are expected to dominate the volume demands over the forecast period

This is primarily owing to the mass production capability, low costs and high utilization of these systems for children educational purposes. Moreover, humanoids are expected to garner major industry traction owing to the significant development in voice recognition, moving, dancing, and walking capabilities of these bots. Commercial show products are also gaining considerable growth momentum, owing to their primary applications such as marketing tool and artificial actors primarily to promote their piece of art or manufactured products and technology.

Asia Pacific is expected to continue its overall market dominance due to the largest consumer base in the region

Significant industry consumers in countries that include China, Japan, India, and Taiwan among few others are expected to drive the regional demands through the next few years. Other economies that include significant adoptions include U.S., Great Britain, Germany and Korea. Industry presence is characterized by intensive competition among the players to differentiate their products and strengthen their industry foothold. Established player in the toy-making industry that include Hasbro and Lego have developed smartphone controlled automated toys to enhance children playing experience. Moreover, increasing interests of major tech industry participants such as Google, Facebook, Sony and Toshiba are expected to intensify the industry competition.

Global Entertainment Robot Market: Key Players

Key players in the global entertainment robot market includes, Hasbro, Mattel, Lego, WowWee, Sphero, Bluefrog Robotics, Aldebaran, Robotis, Modular Robotics, Robobuilder, Abyss Creations, and Toshiba Machines.

Global Entertainment Robot Market: Key Developments

  • In June 2018, Hasbro, Inc. acquired Saban Properties’ Power Rangers and other Entertainment Assets. As part of the transaction, Hasbro acquired Saban Properties’ interests in several additional entertainment assets, including My Pet Monster, Popples, Julius Jr., Luna Petunia, Treehouse Detectives and others where company will benefit from innovative product line and consumer products opportunities, as part of Hasbro’s brand portfolio.
  • In May 2019, Mattel, Inc. announced the creation of multi-branded family entertainment centers featuring Barbie® and Hot Wheels, with a global roll-out beginning in 2020. The centers, featuring immersive, hands-on play and entertainment experiences, will bring Mattel’s iconic brands to life by combining physical and digital play.
  • In July 2019, LEGO announced the opening of the LEGO store in in the Netherlands, in Amsterdam and Utrecht that will offer a whole range of exciting LEGO retail innovations like Mosaic Maker, as well as brand new play experiences and brick-building possibilities, with a nod to Dutch history and culture.
  • In May 2016, WowWee launched robot-dog from, called CHIP that learns its name and comes with voice-recognition feature that responds to someone operating it. It consists of a wristband that connects to CHIP via Bluetooth, and that signals the dog to follow user around.
  • In August 2019, Sphero partnered with littleBits, the company that invented the electronic building block, to become the leading STEAM and coding solution for every classroom, living room, and after-school program around the world.

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