Entertainment Robots Market Size, Share, and Trends 2024 to 2034

The global entertainment robots market size is calculated at USD 4.72 billion in 2025 and is forecasted to reach around USD 26.94 billion by 2034, accelerating at a CAGR of 21.35% from 2025 to 2034. The Asia Pacific market size surpassed USD 1.79 billion in 2024 and is expanding at a CAGR of 21.48% during the forecast period. The market sizing and forecasts are revenue-based (USD Million/Billion), with 2024 as the base year.

  • Last Updated : April 2025
  • Report Code : 5943
  • Category : ICT

Chapter 1. Introduction

1.1. Research Objective

1.2. Scope of the Study

1.3. Definition

Chapter 2. Research Methodology

2.1. Research Approach

2.2. Data Sources

2.3. Assumptions & Limitations

Chapter 3. Executive Summary

3.1. Market Snapshot

Chapter 4. Market Variables and Scope 

4.1. Introduction

4.2. Market Classification and Scope

4.3. Industry Value Chain Analysis

4.3.1. Raw Material Procurement Analysis 

4.3.2. Sales and Distribution Channel Analysis

4.3.3. Downstream Buyer Analysis

Chapter 5. COVID 19 Impact on Entertainment Robots Market 

5.1. COVID-19 Landscape: Entertainment Robots Industry Impact

5.2. COVID 19 - Impact Assessment for the Industry

5.3. COVID 19 Impact: Global Major Government Policy

5.4. Market Trends and Opportunities in the COVID-19 Landscape

6.1. Market Dynamics

6.1.1. Market Drivers

6.1.2. Market Restraints

6.1.3. Market Opportunities

6.2. Porter’s Five Forces Analysis

6.2.1. Bargaining power of suppliers

6.2.2. Bargaining power of buyers

6.2.3. Threat of substitute

6.2.4. Threat of new entrants

6.2.5. Degree of competition

Chapter 7. Competitive Landscape

7.1.1. Company Market Share/Positioning Analysis

7.1.2. Key Strategies Adopted by Players

7.1.3. Vendor Landscape

7.1.3.1. List of Suppliers

7.1.3.2. List of Buyers

Chapter 8. Global Entertainment Robots Market, By Products

8.1. Entertainment Robots Market Revenue and Volume, By Products

8.1.1 Robot Toys

8.1.1.1. Market Revenue and Volume Forecast

8.1.2. Educational Robots

8.1.2.1. Market Revenue and Volume Forecast

8.1.3. Robotic Companion Pets

8.1.3.1. Market Revenue and Volume Forecast

Chapter 9. Global Entertainment Robots Market, By End-User

9.1. Entertainment Robots Market Revenue and Volume, By End-User

9.1.1. Media

9.1.1.1. Market Revenue and Volume Forecast

9.1.2. Education

9.1.2.1. Market Revenue and Volume Forecast

9.1.3. Retail

9.1.3.1. Market Revenue and Volume Forecast

9.1.4. Others

9.1.4.1. Market Revenue and Volume Forecast

Chapter 10. Global Entertainment Robots Market, Regional Estimates and Trend Forecast

10.1. North America

10.1.1. Market Revenue and Volume Forecast, By Products

10.1.2. Market Revenue and Volume Forecast, By End-User

10.1.3. U.S.

10.1.3.1. Market Revenue and Volume Forecast, By Products

10.1.3.2. Market Revenue and Volume Forecast, By End-User

10.1.4. Rest of North America

10.1.4.1. Market Revenue and Volume Forecast, By Products

10.1.4.2. Market Revenue and Volume Forecast, By End-User

10.2. Europe

10.2.1. Market Revenue and Volume Forecast, By Products

10.2.2. Market Revenue and Volume Forecast, By End-User

10.2.3. UK

10.2.3.1. Market Revenue and Volume Forecast, By Products

10.2.3.2. Market Revenue and Volume Forecast, By End-User

10.2.4. Germany

10.2.4.1. Market Revenue and Volume Forecast, By Products

10.2.4.2. Market Revenue and Volume Forecast, By End-User

10.2.5. France

10.2.5.1. Market Revenue and Volume Forecast, By Products

10.2.5.2. Market Revenue and Volume Forecast, By End-User

10.2.6. Rest of Europe

10.2.6.1. Market Revenue and Volume Forecast, By Products

10.2.6.2. Market Revenue and Volume Forecast, By End-User

10.3. APAC

10.3.1. Market Revenue and Volume Forecast, By Products

10.3.2. Market Revenue and Volume Forecast, By End-User

10.3.3. India

10.3.3.1. Market Revenue and Volume Forecast, By Products

10.3.3.2. Market Revenue and Volume Forecast, By End-User

10.3.4. China

10.3.4.1. Market Revenue and Volume Forecast, By Products

10.3.4.2. Market Revenue and Volume Forecast, By End-User

10.3.5. Japan

10.3.5.1. Market Revenue and Volume Forecast, By Products

10.3.5.2. Market Revenue and Volume Forecast, By End-User

10.3.6. Rest of APAC

10.3.6.1. Market Revenue and Volume Forecast, By Products

10.3.6.2. Market Revenue and Volume Forecast, By End-User

10.4. MEA

10.4.1. Market Revenue and Volume Forecast, By Products

10.4.2. Market Revenue and Volume Forecast, By End-User

10.4.3. GCC

10.4.3.1. Market Revenue and Volume Forecast, By Products

10.4.3.2. Market Revenue and Volume Forecast, By End-User

10.4.4. North Africa

10.4.4.1. Market Revenue and Volume Forecast, By Products

10.4.4.2. Market Revenue and Volume Forecast, By End-User

10.4.5. South Africa

10.4.5.1. Market Revenue and Volume Forecast, By Products

10.4.5.2. Market Revenue and Volume Forecast, By End-User

10.4.6. Rest of MEA

10.4.6.1. Market Revenue and Volume Forecast, By Products

10.4.6.2. Market Revenue and Volume Forecast, By End-User

10.5. Latin America

10.5.1. Market Revenue and Volume Forecast, By Products

10.5.2. Market Revenue and Volume Forecast, By End-User

10.5.3. Brazil

10.5.3.1. Market Revenue and Volume Forecast, By Products

10.5.3.2. Market Revenue and Volume Forecast, By End-User

10.5.4. Rest of LATAM

10.5.4.1. Market Revenue and Volume Forecast, By Products

10.5.4.2. Market Revenue and Volume Forecast, By End-User

Chapter 11. Company Profiles

11.1. Softbank Robotics

11.1.1. Company Overview

11.1.2. Product Offerings

11.1.3. Financial Performance

11.1.4. Recent Initiatives

11.2. Mattel, Inc.

11.2.1. Company Overview

11.2.2. Product Offerings

11.2.3. Financial Performance

11.2.4. Recent Initiatives

11.3. Lego

11.3.1. Company Overview

11.3.2. Product Offerings

11.3.3. Financial Performance

11.3.4. Recent Initiatives

11.4. WowWee Group Limited

11.4.1. Company Overview

11.4.2. Product Offerings

11.4.3. Financial Performance

11.4.4. Recent Initiatives

11.5. Sony Corporation

11.5.1. Company Overview

11.5.2. Product Offerings

11.5.3. Financial Performance

11.5.4. Recent Initiatives

11.6. Hasbro, Inc.

11.6.1. Company Overview

11.6.2. Product Offerings

11.6.3. Financial Performance

11.6.4. Recent Initiatives

11.7. Sphero

11.7.1. Company Overview

11.7.2. Product Offerings

11.7.3. Financial Performance

11.7.4. Recent Initiatives

11.8. Florida Robotics

11.8.1. Company Overview

11.8.2. Product Offerings

11.8.3. Financial Performance

11.8.4. Recent Initiatives

11.9. Bluefrog Robotics

11.9.1. Company Overview

11.9.2. Product Offerings

11.9.3. Financial Performance

11.9.4. Recent Initiatives

11.10. Robobuilder

11.10.1. Company Overview

11.10.2. Product Offerings

11.10.3. Financial Performance

11.10.4. Recent Initiatives

Chapter 12. Research Methodology

12.1. Primary Research

12.2. Secondary Research

12.3. Assumptions

Chapter 13. Appendix

13.1. About Us

13.2. Glossary of Terms

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Frequently Asked Questions

The global entertainment robots market size is expected to grow from USD 3.89 billion in 2024 to USD 26.94 billion by 2034.

The entertainment robots market is anticipated to grow at a CAGR of 21.35% between 2025 and 2034.

The major players operating in the entertainment robots market are Softbank Robotics, Mattel, Inc., Lego, WowWee Group Limited, Sony Corporation, Hasbro, Inc., Sphero, Florida Robotics, Bluefrog Robotics, Robobuilder, and Others.

The driving factors of the entertainment robots market are the factors such as rising fascination with robotics amongst consumers, technological innovations, and growing demand for interactive entertainment solutions.

North America region will lead the global entertainment robots market during the forecast period 2025 to 2034.

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