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New report: Global Home Entertainment and Leisure Robots market is expected to reach $24.95 billion during 2018-2025

Consumer Products

Global Home Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2018-2025: Growth Opportunity and Business Strategy is based on a comprehensive research of worldwide home entertainment and leisure robots market by analyzing the entire global market and all its sub-segments through extensively detailed classifications.

The aggregated revenue of global home entertainment and leisure robots market Make an Inquiry about this newsis expected to reach $24.95 billion during 2018-2025 owing to a growing adoption of all types of entertainment and leisure robots in households across the globe.


Highlighted with 52 tables and 71 figures, this 158-page report “Global Home Entertainment and Leisure Robots Market by Component, Application, End-user and Region 2014-2025: Growth Opportunity and Business Strategy” is based on a comprehensive research of worldwide home entertainment and leisure robots market by analyzing the entire global market and all its sub-segments through extensively detailed classifications. 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

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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 domestic 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


On basis of end-user, the global market is analyzed on the following segments with annual revenue in 2014-2025 provided for each segment.
• Children
• Elderly People
• Guests/Clients


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 key entertainment and leisure robot vendors including market leaders and important emerging players.


Specifically, potential risks associated with investing in global home-based entertainment and leisure robots market and industry are assayed quantitatively and qualitatively through GMD’s Risk Assessment System. According to the risk analysis and evaluation, Critical Success Factors (CSFs) are generated as a guidance to help investors & stockholders identify emerging opportunities, manage and minimize the risks, develop appropriate business models, and make wise strategies and decisions.

 

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Key Players:


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

 

Table of Contents


1 Introduction 7
1.1 Industry Definition and Research Scope 7
1.1.1 Industry Definition 7
1.1.2 Research Scope 8
1.2 Research Methodology 9
1.2.1 Overview of Market Research Methodology 9
1.2.2 Market Assumption 10
1.2.3 Secondary Data 10
1.2.4 Primary Data 10
1.2.5 Data Filtration and Model Design 11
1.2.6 Market Size/Share Estimation 12
1.2.7 Research Limitations 13
1.3 Executive Summary 14
2 Market Overview and Qualitative Analysis 16
2.1 Market Size and Forecast 16
2.2 Major Growth Drivers 18
2.3 Market Restraints and Challenges 24
2.4 Emerging Opportunities and Market Trends 27
2.5 Porter’s Fiver Forces Analysis 31
3 Segmentation of Global Market by Component 36
3.1 Market Overview by Component 36
3.2 Global Hardware Market for Home Entertainment and Leisure Robots 2014-2025 39
3.3 Global Software Market for Home Entertainment and Leisure Robots 2014-2025 40
3.4 Global Services Market for Home Entertainment and Leisure Robots 2014-2025 41
4 Segmentation of Global Market by Application 43
4.1 Market Overview by Application 43
4.2 Global Robotic Toys & Hobby Systems Market 2014-2025 46
4.3 Global Education & Research Robots Market 2014-2025 53
4.4 Global Robotic Companion Pets Market 2014-2025 55
5 Segmentation of Global Market by End-user 57
5.1 Market Overview by End-user 57
5.2 Global Home Entertainment and Leisure Robots Market for Children 2014-2025 60
5.3 Global Home Entertainment and Leisure Robots Market for Elderly People 2014-2025 61
5.4 Global Home Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 62

 

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