The entertainment robots market size is expected to see exponential growth in the next few years. It will grow to $145.59 billion in 2030 at a compound annual growth rate (CAGR) of 27%. The growth in the forecast period can be attributed to expansion of ai capabilities for personalized entertainment, rising demand for home companion robots, integration of immersive ar/vr technologies, increasing investment in smart amusement parks, growth in interactive edutainment solutions. Major trends in the forecast period include customizable robot personalities, gamified learning through robots, emotionally responsive companion robots, thematic entertainment park robot integration, home-based interactive entertainment robots.
The rising adoption of robots is anticipated to drive the growth of the entertainment robots market in the future. The use of robots among children and seniors serves educational, therapeutic, and caregiving purposes, including teaching children subjects like mathematics, science, and programming, as well as helping older adults remain active and engaged. Robotic assistance for seniors is being developed to assist with daily activities such as housekeeping, retrieving objects, getting in and out of bed, mealtime tasks, and mobility. For example, in September 2023, reports from the International Federation of Robotics (IFR), a Germany-based organization focused on the robotics industry, indicated that global industrial robot installations increased by 5% in 2022, with Asia accounting for 73% of the market. The sector is expected to grow by 7% in 2023, reaching over 590,000 units. Thus, the increasing adoption of robots is fueling the expansion of the entertainment robots market.
Major players in the entertainment robots market are channeling their efforts into the development of innovative products, including robot dogs, to establish a robust market presence. A robot dog is a mechanical device designed to mimic the appearance and behavior of a real dog. For instance, in January 2023, WowWee Group Limited, a China-based manufacturer of entertainment robots, launched the 'MINTiD Dog-E' robot. Dog-E stands out as an innovative robot dog with over a million potential combinations of vibrant lights, sounds, and personality traits, rendering it truly unique. This app-connected smart dog features real-life movements, touch sensors, audio sensors, and persistence of vision (PV) for displaying icons and communicating messages.
In March 2025, Realbotix Corp., a US-based developer of humanoid robots, partnered with Hollo.AI to integrate Hollo.AI’s human-like AI personalities into physical robots. The collaboration aims to create interactive robots for entertainment, educational, and marketing purposes, allowing users to engage with AI-driven humanoid avatars that exhibit distinct character-specific personalities. Hollo.AI Inc., a US-based conversational AI and digital twin company, specializes in character-driven AI and conversational software that can be embedded into robots to deliver lifelike, personality-rich interactions.
Major companies operating in the entertainment robots market are Sony Corporation, Hasbro Inc., Lego Group, Honda Motor Co. Ltd., Mattel Inc., WowWee Group Limited, Blue Frog Robotics, SoftBank Robotics Group Corp., UBTECH Robotics Corp., Robosen Robotics Co. Ltd., Anki Inc., Spin Master Ltd., Sphero Inc., Fischertechnik GmbH, Tomy Company Ltd., AIBrain Inc., Robotis Inc., Segway Robotics Inc., Ozobot & Evollve Inc., Aldebaran Robotics SAS, Hanson Robotics Ltd., VTech Holdings Limited, Furhat Robotics.
Asia-Pacific was the largest region in the entertainment robots market in 2025. North America is expected to be the fastest-growing region in the global entertainment robots market report during the forecast period. The regions covered in the entertainment robots market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the entertainment robots market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The entertainment robots market consists of sales of residential, domestic, and research robots. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Entertainment Robots Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses entertainment robots market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for entertainment robots? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The entertainment robots market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Product: Robot Toys; Educational Robots; Robotic Companion Pets2) By Component: Software; Hardware
3) By End-User: Media; Education; Retail; Other End Users
Subsegments:
1) By Robot Toys: Remote-Controlled Robots; Interactive Robot Toys; Building and Construction Robot Kits2) By Educational Robots: Coding and Programming Robots; STEM Learning Robots; Robotics Kits for Schools
3) By Robotic Companion Pets: Robotic Dogs and Cats; Interactive Pet Robots; Emotional Support Robotic Pets
Companies Mentioned: Sony Corporation; Hasbro Inc.; Lego Group; Honda Motor Co. Ltd.; Mattel Inc.; WowWee Group Limited; Blue Frog Robotics; SoftBank Robotics Group Corp.; UBTECH Robotics Corp.; Robosen Robotics Co. Ltd.; Anki Inc.; Spin Master Ltd.; Sphero Inc.; Fischertechnik GmbH; Tomy Company Ltd.; AIBrain Inc.; Robotis Inc.; Segway Robotics Inc.; Ozobot & Evollve Inc.; Aldebaran Robotics SAS; Hanson Robotics Ltd.; VTech Holdings Limited; Furhat Robotics
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Entertainment Robots market report include:- Sony Corporation
- Hasbro Inc.
- Lego Group
- Honda Motor Co. Ltd.
- Mattel Inc.
- WowWee Group Limited
- Blue Frog Robotics
- SoftBank Robotics Group Corp.
- UBTECH Robotics Corp.
- Robosen Robotics Co. Ltd.
- Anki Inc.
- Spin Master Ltd.
- Sphero Inc.
- Fischertechnik GmbH
- Tomy Company Ltd.
- AIBrain Inc.
- Robotis Inc.
- Segway Robotics Inc.
- Ozobot & Evollve Inc.
- Aldebaran Robotics SAS
- Hanson Robotics Ltd.
- VTech Holdings Limited
- Furhat Robotics
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 55.91 Billion |
| Forecasted Market Value ( USD | $ 145.59 Billion |
| Compound Annual Growth Rate | 27.0% |
| Regions Covered | Global |
| No. of Companies Mentioned | 24 |


