Europe Home Entertainment And Leisure Robots Market By Component, Application, End-user And Country 2014-2025: Growth Opportunity And Business Strategy
Number of Pages: 108
Category: Telecommunications
Country: South Korea
Format:
Published Date: 06 Apr 2019
Europe home entertainment and leisure robots market reached $495.2 million in 2018 and is expected to grow at a two-digit CAGR over 2018-2025, owing to a rising adoption of all types of entertainment and leisure robots in households across the region.
Highlighted with 20 tables and 41 figures, this 108-page report “Europe Home Entertainment and Leisure Robots Market by Component, Application, End-user and Country 2014-2025: Growth Opportunity and Business Strategy†is based on a comprehensive research and analysis of the entire Europe 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 2014-2017, revenue estimates for 2018, and forecasts from 2019 till 2025. (Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.)
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
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe domestic entertainment and leisure robots market in every aspect of the classification from perspectives of component, application, end-user and country.
Based on system component, the Europe 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 Europe 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 Europe 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 national markets are fully investigated:
• Germany
• France
• UK
• Italy
• Russia
• Rest of Europe
For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2014-2025. The breakdown 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 vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in Europe 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.
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
(Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.)
Highlighted with 20 tables and 41 figures, this 108-page report “Europe Home Entertainment and Leisure Robots Market by Component, Application, End-user and Country 2014-2025: Growth Opportunity and Business Strategy†is based on a comprehensive research and analysis of the entire Europe 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 2014-2017, revenue estimates for 2018, and forecasts from 2019 till 2025. (Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.)
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
The trend and outlook of Europe market is forecast in optimistic, balanced, and conservative view. The balanced (most likely) projection is used to quantify Europe domestic entertainment and leisure robots market in every aspect of the classification from perspectives of component, application, end-user and country.
Based on system component, the Europe 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 Europe 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 Europe 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 national markets are fully investigated:
• Germany
• France
• UK
• Italy
• Russia
• Rest of Europe
For each of the aforementioned countries, detailed analysis and data for annual revenue are available for 2014-2025. The breakdown 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 vendors including market leaders and important emerging players.
Specifically, potential risks associated with investing in Europe 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.
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
(Please note: Before delivery, the report will be updated so that the latest historical year is the base year and the forecast covers the next 5-10 years over the base year.)
Table of Contents1 Introduction 4
1.1 Industry Definition and Research Scope 4
1.1.1 Industry Definition 4
1.1.2 Research Scope 5
1.2 Research Methodology 6
1.2.1 Overview of Market Research Methodology 6
1.2.2 Market Assumption 7
1.2.3 Secondary Data 7
1.2.4 Primary Data 7
1.2.5 Data Filtration and Model Design 8
1.2.6 Market Size/Share Estimation 9
1.2.7 Research Limitations 10
1.3 Executive Summary 11
2 Market Overview and Qualitative Analysis 13
2.1 Market Size and Forecast 13
2.2 Major Growth Drivers 15
2.3 Market Restraints and Challenges 21
2.4 Emerging Opportunities and Market Trends 24
2.5 Porter’s Fiver Forces Analysis 28
3 Segmentation of Europe Market by Component 33
3.1 Market Overview by Component 33
3.2 Europe Hardware Market for Home Entertainment and Leisure Robots 2014-2025 36
3.3 Europe Software Market for Home Entertainment and Leisure Robots 2014-2025 37
3.4 Europe Services Market for Home Entertainment and Leisure Robots 2014-2025 38
4 Segmentation of Europe Market by Application 40
4.1 Market Overview by Application 40
4.2 Europe Robotic Toys & Hobby Systems Market 2014-2025 43
4.3 Europe Education & Research Robots Market 2014-2025 50
4.4 Europe Robotic Companion Pets Market 2014-2025 52
5 Segmentation of Europe Market by End-user 54
5.1 Market Overview by End-user 54
5.2 Europe Home Entertainment and Leisure Robots Market for Children 2014-2025 57
5.3 Europe Home Entertainment and Leisure Robots Market for Elderly People 2014-2025 58
5.4 Europe Home Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 59
6 European Market 2014-2025 by Country 61
6.1 Overview of European Market 61
6.2 Germany 65
6.3 UK 67
6.4 France 69
6.5 Russia 71
6.6 Italy 73
6.7 Rest of European Market 75
7 Competitive Landscape 77
7.1 Overview of Key Vendors 77
7.2 Company Profiles 81
8 Investing in Europe Market: Risk Assessment and Management 102
8.1 Risk Evaluation of Europe Market 102
8.2 Critical Success Factors (CSFs) 105
RELATED REPORTS AND PRODUCTS 108
1.1 Industry Definition and Research Scope 4
1.1.1 Industry Definition 4
1.1.2 Research Scope 5
1.2 Research Methodology 6
1.2.1 Overview of Market Research Methodology 6
1.2.2 Market Assumption 7
1.2.3 Secondary Data 7
1.2.4 Primary Data 7
1.2.5 Data Filtration and Model Design 8
1.2.6 Market Size/Share Estimation 9
1.2.7 Research Limitations 10
1.3 Executive Summary 11
2 Market Overview and Qualitative Analysis 13
2.1 Market Size and Forecast 13
2.2 Major Growth Drivers 15
2.3 Market Restraints and Challenges 21
2.4 Emerging Opportunities and Market Trends 24
2.5 Porter’s Fiver Forces Analysis 28
3 Segmentation of Europe Market by Component 33
3.1 Market Overview by Component 33
3.2 Europe Hardware Market for Home Entertainment and Leisure Robots 2014-2025 36
3.3 Europe Software Market for Home Entertainment and Leisure Robots 2014-2025 37
3.4 Europe Services Market for Home Entertainment and Leisure Robots 2014-2025 38
4 Segmentation of Europe Market by Application 40
4.1 Market Overview by Application 40
4.2 Europe Robotic Toys & Hobby Systems Market 2014-2025 43
4.3 Europe Education & Research Robots Market 2014-2025 50
4.4 Europe Robotic Companion Pets Market 2014-2025 52
5 Segmentation of Europe Market by End-user 54
5.1 Market Overview by End-user 54
5.2 Europe Home Entertainment and Leisure Robots Market for Children 2014-2025 57
5.3 Europe Home Entertainment and Leisure Robots Market for Elderly People 2014-2025 58
5.4 Europe Home Entertainment and Leisure Robots Market for Guests/Clients 2014-2025 59
6 European Market 2014-2025 by Country 61
6.1 Overview of European Market 61
6.2 Germany 65
6.3 UK 67
6.4 France 69
6.5 Russia 71
6.6 Italy 73
6.7 Rest of European Market 75
7 Competitive Landscape 77
7.1 Overview of Key Vendors 77
7.2 Company Profiles 81
8 Investing in Europe Market: Risk Assessment and Management 102
8.1 Risk Evaluation of Europe Market 102
8.2 Critical Success Factors (CSFs) 105
RELATED REPORTS AND PRODUCTS 108