Robotic Toys’ Ability to Strengthen STEAM Skills in Children Will Boost the Global Entertainment Robots Market Through 2020, Reports Technavio

LONDON–(BUSINESS WIRE)–#EntertainmentRobotsTechnavio
analysts forecast the global
entertainment robots market
to grow at a CAGR of more
than 20% during the forecast period, according to their latest report.

The research study covers the present scenario and growth prospects of
the global entertainment
market for 2016-2020. To calculate the
market size, the report considers revenue generated from sales and
aftermarket services of entertainment robots. Based on types, market is
categorized into the following: robotic toys, educational robots, and
robotic companion pets.

Technavio industrial
analysts highlight the following three factors that
are contributing to the growth of the global entertainment robots market:

  • Boosting STEAM skills in kids
  • Advances in technology
  • Growing global urbanization

Boosting STEAM skills in kids

Robotic toys teach and reinforce science, technology, engineering, arts,
and math (STEAM) skills to children. They teach coding, language, and
logical skills, and advanced mathematical concepts. Also, they are
designed to encourage children to involve their parents and educators
while playing. Parents and trainers appreciate robotic toys as they
prepare kids to build critical-thinking, problem-solving, reasoning, and
spatial skills. These toys are customized, and can be operated through
smartphones, which enhances skills while entertaining the children.

Many companies offer robotic building kits that allow kids and teens to
construct their own robot. These kits teach children to follow
sequential directions during assembly, and reinforce reading and
programming skills in them. “Lego provides Lego Mindstorms that allow
kids to create and program robots to walk, talk, think, and perform
multiple tasks. Green Science also offers the Dynamo Robot Model kit,
which is an eco-friendly hand-crank powered robotic kit that makes kids
search for recycled materials in and around their house to build their
robots,” says Bharath Kanniappan, a lead analyst at Technavio for
research on robotics.

Advances in technology

Improved complementary low-cost technologies – such as sensors for
detecting movements, presence, or temperature; cheap microprocessors
such as Raspberry Pi and Arduino; powerful batteries, connectivity with
smartphones and tablets; quick prototyping by 3D printers; and high
speed of 4G handhelds – enhance the operability of the robots, and thus
fuel the growth of the global entertainment robots market. As consumers
worldwide have easy access to the Internet through smartphones and
tablets, vendors offer products that are operated through these smart
devices. Technologies like Wi-Fi have also enabled the control of the
robots through smart devices.

“Vendors are using sensor technology to make toys more flexible and
intelligent. For example, Mattel has developed an interactive dinosaur
called Screature that uses infrared sensors and advanced vision systems
to sense and attack its prey with the help of the user,” says Bharath.

Growing global urbanization

As the world population is growing and people are moving to urban areas,
it will be difficult to afford and give pets (such as cats and dogs) the
life they deserve. Animal welfare centers worldwide consider that social
animals like dogs and cats should not be locked in a house or apartment
alone for most of the time. Pet ownership is likely to be unsustainable
in a growing urbanized population. Real pets will become a luxury
possession for wealthy people who can afford to sustain their cost and
fulfill their needs. The average cost of maintaining a dog is between
USD 1,000 and USD 2,000 per year in the US. The cost can increase
depending on the food and medical expenses. In contrast to the real
pets, Hasbro offers Catbot at USD 99 that can purr, move, and meow like
a real feline. Similarly, WowWee provides AI-infused robotic dog that
costs USD 200 and plays complex games with its owner.

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is a leading global technology research and advisory company. The
company develops over 2000 pieces of research every year, covering more
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research assignments across the latest leading edge technologies.

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value chain, including vendors, service providers, distributors,
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