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Immersive In-Vehicle Entertainment Market Size, Share & Trends Analysis Report By Vehicle Type, By Offering, By Device Type, By Application, By Technology, By Distribution Channel, By Regional Outlook and Forecast, 2024 - 2031

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    Report

  • 412 Pages
  • October 2024
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6025652
The Global Immersive In-Vehicle Entertainment Market size is expected to reach $11.6 billion by 2031, rising at a market growth of 27.1% CAGR during the forecast period.

Passengers can interact with and investigate the content from all angles with 360-degree videos, which provide a panoramic view. This technology provides a unique and engaging way to watch videos, making it popular among passengers who seek immersive experience. The promising revenue share of this segment reflects the growing interest and adoption of 360-degree videos in vehicles, driven by advancements in video capture and playback technology. This segment’s potential for growth is significant as more consumers look for innovative and engaging entertainment options during their travels. Thus, the 360-degree video segment held 11% revenue share in the immersive in-vehicle entertainment market in 2023.



The major strategies followed by the market participants are Product Launches as the key developmental strategy to keep pace with the changing demands of end users. For instance, October, 2024, Panasonic Holdings Corporation unveiled a new auto framing feature, available in the AW-UE160 PTZ camera, which utilizes auto tracking, image recognition, and human body detection for precise framing.

The Advanced Auto Framing plug-in for the Media Production Suite, launching in Q2 2025, enhances multi-camera setups and supports facial recognition for optimal framing. Additionally, In July, 2024, LG Electronics, Inc. unveiled Disney+ into its Automotive Content Platform (ACP) powered by webOS, enhancing in-car entertainment options. The LG ACP also features popular apps like Netflix, YouTube, and TikTok, requiring a subscription to Disney.

Cardinal Matrix - Market Competition Analysis

Based on the Analysis presented in the Cardinal matrix; Apple, Inc. and Google LLC are the forerunners in the Immersive In-Vehicle Entertainment Market. Companies such as Tesla, Inc., Harman International Industries, Inc., and Qualcomm Incorporated are some of the key innovators in Immersive In-Vehicle Entertainment Market. In October, 2023, Google LLC unveiled its enhanced Maps app with AI-driven features, including immersive navigation, improved driving directions, and better-organized search results. The aim is to transform Maps into a versatile tool for exploring vague queries like "fall foliage" or "latte art," helping users discover new experiences through its advanced algorithms.



Market Growth Factors

The proliferation of on-demand streaming services has reshaped consumer entertainment consumption habits. As passengers become accustomed to accessing a wide range of content - such as movies, music, and games - on their devices, they expect similar capabilities in their vehicles. This demand for connectivity and content diversity drives automakers to integrate advanced entertainment systems into their models.

Additionally, streaming services such as Netflix, Hulu, Disney+, Spotify, and Apple Music offer a vast array of content, including movies, TV shows, music, podcasts, and audiobooks. This extensive selection appeals to a wide range of consumer preferences and demographics, catering to different tastes and age groups. Many streaming platforms are expanding their libraries to include localized content, which enhances relevance for diverse audiences. Thus, increasing content libraries and streaming services is proposing the growth of the market.

Market Restraining Factors

Transitioning from previous generations of mobile technology (such as 4G) to 5G often requires substantial upgrades to existing infrastructure, including base stations, antennas, and transmission lines. This can involve high capital expenditures, particularly for industries with limited budgets. 5G networks require a denser network of small cells to provide adequate coverage, especially in urban and industrial areas. Hence, high infrastructure costs associated with 5G deployment hamper the market's growth.



The leading players in the market are competing with diverse innovative offerings to remain competitive in the market. The above illustration shows the percentage of revenue shared by some of the leading companies in the market. The leading players of the market are adopting various strategies in order to cater demand coming from the different industries. The key developmental strategies in the market are Product Launches and Product Expansions.

Driving and Restraining Factors

Drivers

  • Increasing consumer demand for enhanced in-car experiences
  • Expansion of the content libraries and streaming services
  • Rise of autonomous and semi-autonomous vehicles

Restraints

  • High initial costs of advanced in-vehicle entertainment systems
  • Concerns over driver distraction and safety regulations

Opportunities

  • Expanding availability of high-speed internet and connectivity solutions
  • Shifts in consumer preferences toward subscription-based services

Challenges

  • Security concerns related to data privacy and cyber threats
  • Challenges in content licensing and distribution

Device Type Outlook

On the basis of device type, the market is segmented into head-mounted displays (HMDs), in-car displays, wearables, and others. The in-car displays segment recorded 35% revenue share in the market in 2023. In-car displays are integrated into the vehicle’s interior, typically within the dashboard or rear seats, providing passengers easy access to entertainment and information.

Vehicle Type Outlook

Based on vehicle type, the market is segmented into commercial vehicles and passenger vehicles. The commercial vehicles segment witnessed 27% revenue share in the market in 2023. Companies operating in logistics, public transport, and ride-sharing services are increasingly looking to enhance the travel experience for their employees and customers.

Offering Outlook

By offering, the market is divided into hardware, software, and services. In 2023, the hardware segment registered 59% revenue share in the market. This dominance can be attributed to the essential role that hardware components, such as displays, audio systems, and connectivity devices, play in delivering high-quality entertainment experiences.



Technology Outlook

Based on technology, the market is divided into augmented reality (AR), virtual reality (VR), mixed reality (MR), 360-degree video, and others. In 2023, the augmented reality (AR) segment garnered 42% revenue share in the market. AR technology overlays digital information onto the real-world environment, offering passengers an interactive viewing experience.

Application Outlook

Based on application, the market is divided into infotainment, navigation assistance, safety & driver assistance, passenger entertainment, and others. The infotainment segment attained 39% revenue share in the market in 2023. This segment’s dominance can be attributed to the growing consumer demand for integrated entertainment solutions that combine audio, video, and information services. Infotainment systems typically include features such as music streaming, podcast access, and smartphone integration, enabling users to enjoy a rich array of content while on the move.

Distribution Channel Outlook

On the basis distribution channel of the market is bifurcated into OEM and aftermarket. The aftermarket segment held 33% revenue share in the market in 2023. Aftermarket solutions allow consumers to upgrade their vehicles with enhanced entertainment features.

Regional Outlook

Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Asia Pacific region generated 29% revenue share in 2023. Rapid economic growth, increasing disposable incomes, and a burgeoning middle class in countries like China and India have increased demand for advanced vehicle technologies, including immersive entertainment systems.

Market Competition and Attributes



The immersive in-vehicle entertainment market is highly competitive, driven by advancements in augmented reality (AR), virtual reality (VR), and AI. Key players focus on creating seamless, interactive experiences with features like surround sound, head-up displays, and personalized content. Partnerships with tech companies and automakers enhance integration, while a focus on 5G connectivity boosts streaming capabilities. Market competition revolves around offering differentiated experiences, enhanced safety, and minimal driver distraction, aiming to meet rising consumer demand for luxury and innovative in-car entertainment solutions.

Recent Strategies Deployed in the Market

  • Oct-2024: Panasonic Holdings Corporation unveiled a new auto framing feature, available in the AW-UE160 PTZ camera, which utilizes auto tracking, image recognition, and human body detection for precise framing. The Advanced Auto Framing plug-in for the Media Production Suite, launching in Q2 2025, enhances multi-camera setups and supports facial recognition for optimal framing.
  • Oct-2024: Qualcomm Incorporated teamed up with Epic Games to integrate Unreal Engine with the Snapdragon Cockpit Platform, enhancing Snapdragon Digital Chassis solutions. This collaboration enables automakers to create customizable, scalable digital cockpit systems with advanced 2D and 3D visuals, setting new standards for immersive in-cabin user experiences across all vehicle types.
  • Sep-2024: In-car entertainment has evolved significantly, Tesla, Inc. initially unveiled Steam gaming but has phased it out for newer models. Brands like Tesla, BMW, Mini, and Mercedes integrating video games into their infotainment systems. Despite limited current interest, the gaming market is booming, suggesting future entertainment innovations are likely.
  • Jul-2024: LG Electronics, Inc. unveiled Disney+ into its Automotive Content Platform (ACP) powered by webOS, enhancing in-car entertainment options. The LG ACP also features popular apps like Netflix, YouTube, and TikTok, requiring a subscription to Disney+.
  • Jun-2024: LG Electronics, Inc. unveiled the LG AlphaWare software suite, designed to create immersive in-cabin experiences. Detroit, AlphaWare enables vehicles to transform into personal spaces, offering seamless connectivity and enhancing comfort for drivers and passengers alike.
  • Jan-2024: Sony Corporation announced the partnership with Mercedes-Benz to integrate RIDEVU, SPE’s in-car entertainment service, into their vehicles. RIDEVU will enhance the entertainment bundle, allowing users to view curated content and rent or purchase films like Jumanji: The Next Level and Spider-Man: Across the Spider-Verse directly from their cars.

List of Key Companies Profiled

  • Tesla, Inc.
  • Sony Corporation
  • Panasonic Holdings Corporation
  • Continental AG
  • Harman International Industries, Inc. (Samsung Electronics Co., Ltd.)
  • Robert Bosch GmbH
  • LG Electronics, Inc. (LG Corporation)
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Apple Inc.
  • Google LLC

Market Report Segmentation

By Vehicle Type

  • Passenger Vehicles
  • Commercial Vehicles

By Offering

  • Hardware
  • Software
  • Services

By Device Type

  • Head-Mounted Displays (HMDs)
  • In-Car Displays
  • Wearables
  • Other Device Type

By Application

  • Infotainment
  • Navigation Assistance
  • Safety & Driver Assistance
  • Passenger Entertainment & Others

By Technology

  • Augmented Reality (AR)
  • Virtual Reality (VR)
  • Mixed Reality (MR)
  • 360-Degree Video
  • Other Technology

By Distribution Channel

  • OEM
  • Aftermarket

By Geography

  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Global Immersive In-Vehicle Entertainment Market, by Vehicle Type
1.4.2 Global Immersive In-Vehicle Entertainment Market, by Offering
1.4.3 Global Immersive In-Vehicle Entertainment Market, by Device Type
1.4.4 Global Immersive In-Vehicle Entertainment Market, by Application
1.4.5 Global Immersive In-Vehicle Entertainment Market, by Technology
1.4.6 Global Immersive In-Vehicle Entertainment Market, by Distribution Channel
1.4.7 Global Immersive In-Vehicle Entertainment Market, by Geography
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
Chapter 4. Competition Analysis - Global
4.1 KBV Cardinal Matrix
4.2 Recent Industry Wide Strategic Developments
4.2.1 Partnerships, Collaborations and Agreements
4.2.2 Product Launches and Product Expansions
4.3 Market Share Analysis, 2023
4.4 Top Winning Strategies
4.4.1 Key Leading Strategies: Percentage Distribution (2020-2024)
4.4.2 Key Strategic Move: (Product Launches and Product Expansions : 2021, Jan - 2024, Oct) Leading Players
4.5 Porter Five Forces Analysis
Chapter 5. Global Immersive In-Vehicle Entertainment Market by Vehicle Type
5.1 Global Passenger Vehicles Market by Region
5.2 Global Commercial Vehicles Market by Region
Chapter 6. Global Immersive In-Vehicle Entertainment Market by Offering
6.1 Global Hardware Market by Region
6.2 Global Software Market by Region
6.3 Global Services Market by Region
Chapter 7. Global Immersive In-Vehicle Entertainment Market by Device Type
7.1 Global Head-Mounted Displays (HMDs) Market by Region
7.2 Global In-Car Displays Market by Region
7.3 Global Wearables Market by Region
7.4 Global Other Device Type Market by Region
Chapter 8. Global Immersive In-Vehicle Entertainment Market by Application
8.1 Global Infotainment Market by Region
8.2 Global Navigation Assistance Market by Region
8.3 Global Safety & Driver Assistance Market by Region
8.4 Global Passenger Entertainment & Others Market by Region
Chapter 9. Global Immersive In-Vehicle Entertainment Market by Technology
9.1 Global Augmented Reality (AR) Market by Region
9.2 Global Virtual Reality (VR) Market by Region
9.3 Global Mixed Reality (MR) Market by Region
9.4 Global 360-Degree Video Market by Region
9.5 Global Other Technology Market by Region
Chapter 10. Global Immersive In-Vehicle Entertainment Market by Distribution Channel
10.1 Global OEM Market by Region
10.2 Global Aftermarket Market by Region
Chapter 11. Global Immersive In-Vehicle Entertainment Market by Region
11.1 North America Immersive In-Vehicle Entertainment Market
11.1.1 North America Immersive In-Vehicle Entertainment Market by Vehicle Type
11.1.1.1 North America Passenger Vehicles Market by Region
11.1.1.2 North America Commercial Vehicles Market by Region
11.1.2 North America Immersive In-Vehicle Entertainment Market by Offering
11.1.2.1 North America Hardware Market by Country
11.1.2.2 North America Software Market by Country
11.1.2.3 North America Services Market by Country
11.1.3 North America Immersive In-Vehicle Entertainment Market by Device Type
11.1.3.1 North America Head-Mounted Displays (HMDs) Market by Country
11.1.3.2 North America In-Car Displays Market by Country
11.1.3.3 North America Wearables Market by Country
11.1.3.4 North America Other Device Type Market by Country
11.1.4 North America Immersive In-Vehicle Entertainment Market by Application
11.1.4.1 North America Infotainment Market by Country
11.1.4.2 North America Navigation Assistance Market by Country
11.1.4.3 North America Safety & Driver Assistance Market by Country
11.1.4.4 North America Passenger Entertainment & Others Market by Country
11.1.5 North America Immersive In-Vehicle Entertainment Market by Technology
11.1.5.1 North America Augmented Reality (AR) Market by Country
11.1.5.2 North America Virtual Reality (VR) Market by Country
11.1.5.3 North America Mixed Reality (MR) Market by Country
11.1.5.4 North America 360-Degree Video Market by Country
11.1.5.5 North America Other Technology Market by Country
11.1.6 North America Immersive In-Vehicle Entertainment Market by Distribution Channel
11.1.6.1 North America OEM Market by Country
11.1.6.2 North America Aftermarket Market by Country
11.1.7 North America Immersive In-Vehicle Entertainment Market by Country
11.1.7.1 US Immersive In-Vehicle Entertainment Market
11.1.7.1.1 US Immersive In-Vehicle Entertainment Market by Vehicle Type
11.1.7.1.2 US Immersive In-Vehicle Entertainment Market by Offering
11.1.7.1.3 US Immersive In-Vehicle Entertainment Market by Device Type
11.1.7.1.4 US Immersive In-Vehicle Entertainment Market by Application
11.1.7.1.5 US Immersive In-Vehicle Entertainment Market by Technology
11.1.7.1.6 US Immersive In-Vehicle Entertainment Market by Distribution Channel
11.1.7.2 Canada Immersive In-Vehicle Entertainment Market
11.1.7.2.1 Canada Immersive In-Vehicle Entertainment Market by Vehicle Type
11.1.7.2.2 Canada Immersive In-Vehicle Entertainment Market by Offering
11.1.7.2.3 Canada Immersive In-Vehicle Entertainment Market by Device Type
11.1.7.2.4 Canada Immersive In-Vehicle Entertainment Market by Application
11.1.7.2.5 Canada Immersive In-Vehicle Entertainment Market by Technology
11.1.7.2.6 Canada Immersive In-Vehicle Entertainment Market by Distribution Channel
11.1.7.3 Mexico Immersive In-Vehicle Entertainment Market
11.1.7.3.1 Mexico Immersive In-Vehicle Entertainment Market by Vehicle Type
11.1.7.3.2 Mexico Immersive In-Vehicle Entertainment Market by Offering
11.1.7.3.3 Mexico Immersive In-Vehicle Entertainment Market by Device Type
11.1.7.3.4 Mexico Immersive In-Vehicle Entertainment Market by Application
11.1.7.3.5 Mexico Immersive In-Vehicle Entertainment Market by Technology
11.1.7.3.6 Mexico Immersive In-Vehicle Entertainment Market by Distribution Channel
11.1.7.4 Rest of North America Immersive In-Vehicle Entertainment Market
11.1.7.4.1 Rest of North America Immersive In-Vehicle Entertainment Market by Vehicle Type
11.1.7.4.2 Rest of North America Immersive In-Vehicle Entertainment Market by Offering
11.1.7.4.3 Rest of North America Immersive In-Vehicle Entertainment Market by Device Type
11.1.7.4.4 Rest of North America Immersive In-Vehicle Entertainment Market by Application
11.1.7.4.5 Rest of North America Immersive In-Vehicle Entertainment Market by Technology
11.1.7.4.6 Rest of North America Immersive In-Vehicle Entertainment Market by Distribution Channel
11.2 Europe Immersive In-Vehicle Entertainment Market
11.2.1 Europe Immersive In-Vehicle Entertainment Market by Vehicle Type
11.2.1.1 Europe Passenger Vehicles Market by Country
11.2.1.2 Europe Commercial Vehicles Market by Country
11.2.2 Europe Immersive In-Vehicle Entertainment Market by Offering
11.2.2.1 Europe Hardware Market by Country
11.2.2.2 Europe Software Market by Country
11.2.2.3 Europe Services Market by Country
11.2.3 Europe Immersive In-Vehicle Entertainment Market by Device Type
11.2.3.1 Europe Head-Mounted Displays (HMDs) Market by Country
11.2.3.2 Europe In-Car Displays Market by Country
11.2.3.3 Europe Wearables Market by Country
11.2.3.4 Europe Other Device Type Market by Country
11.2.4 Europe Immersive In-Vehicle Entertainment Market by Application
11.2.4.1 Europe Infotainment Market by Country
11.2.4.2 Europe Navigation Assistance Market by Country
11.2.4.3 Europe Safety & Driver Assistance Market by Country
11.2.4.4 Europe Passenger Entertainment & Others Market by Country
11.2.5 Europe Immersive In-Vehicle Entertainment Market by Technology
11.2.5.1 Europe Augmented Reality (AR) Market by Country
11.2.5.2 Europe Virtual Reality (VR) Market by Country
11.2.5.3 Europe Mixed Reality (MR) Market by Country
11.2.5.4 Europe 360-Degree Video Market by Country
11.2.5.5 Europe Other Technology Market by Country
11.2.6 Europe Immersive In-Vehicle Entertainment Market by Distribution Channel
11.2.6.1 Europe OEM Market by Country
11.2.6.2 Europe Aftermarket Market by Country
11.2.7 Europe Immersive In-Vehicle Entertainment Market by Country
11.2.7.1 Germany Immersive In-Vehicle Entertainment Market
11.2.7.1.1 Germany Immersive In-Vehicle Entertainment Market by Vehicle Type
11.2.7.1.2 Germany Immersive In-Vehicle Entertainment Market by Offering
11.2.7.1.3 Germany Immersive In-Vehicle Entertainment Market by Device Type
11.2.7.1.4 Germany Immersive In-Vehicle Entertainment Market by Application
11.2.7.1.5 Germany Immersive In-Vehicle Entertainment Market by Technology
11.2.7.1.6 Germany Immersive In-Vehicle Entertainment Market by Distribution Channel
11.2.7.2 UK Immersive In-Vehicle Entertainment Market
11.2.7.2.1 UK Immersive In-Vehicle Entertainment Market by Vehicle Type
11.2.7.2.2 UK Immersive In-Vehicle Entertainment Market by Offering
11.2.7.2.3 UK Immersive In-Vehicle Entertainment Market by Device Type
11.2.7.2.4 UK Immersive In-Vehicle Entertainment Market by Application
11.2.7.2.5 UK Immersive In-Vehicle Entertainment Market by Technology
11.2.7.2.6 UK Immersive In-Vehicle Entertainment Market by Distribution Channel
11.2.7.3 France Immersive In-Vehicle Entertainment Market
11.2.7.3.1 France Immersive In-Vehicle Entertainment Market by Vehicle Type
11.2.7.3.2 France Immersive In-Vehicle Entertainment Market by Offering
11.2.7.3.3 France Immersive In-Vehicle Entertainment Market by Device Type
11.2.7.3.4 France Immersive In-Vehicle Entertainment Market by Application
11.2.7.3.5 France Immersive In-Vehicle Entertainment Market by Technology
11.2.7.3.6 France Immersive In-Vehicle Entertainment Market by Distribution Channel
11.2.7.4 Russia Immersive In-Vehicle Entertainment Market
11.2.7.4.1 Russia Immersive In-Vehicle Entertainment Market by Vehicle Type
11.2.7.4.2 Russia Immersive In-Vehicle Entertainment Market by Offering
11.2.7.4.3 Russia Immersive In-Vehicle Entertainment Market by Device Type
11.2.7.4.4 Russia Immersive In-Vehicle Entertainment Market by Application
11.2.7.4.5 Russia Immersive In-Vehicle Entertainment Market by Technology
11.2.7.4.6 Russia Immersive In-Vehicle Entertainment Market by Distribution Channel
11.2.7.5 Spain Immersive In-Vehicle Entertainment Market
11.2.7.5.1 Spain Immersive In-Vehicle Entertainment Market by Vehicle Type
11.2.7.5.2 Spain Immersive In-Vehicle Entertainment Market by Offering
11.2.7.5.3 Spain Immersive In-Vehicle Entertainment Market by Device Type
11.2.7.5.4 Spain Immersive In-Vehicle Entertainment Market by Application
11.2.7.5.5 Spain Immersive In-Vehicle Entertainment Market by Technology
11.2.7.5.6 Spain Immersive In-Vehicle Entertainment Market by Distribution Channel
11.2.7.6 Italy Immersive In-Vehicle Entertainment Market
11.2.7.6.1 Italy Immersive In-Vehicle Entertainment Market by Vehicle Type
11.2.7.6.2 Italy Immersive In-Vehicle Entertainment Market by Offering
11.2.7.6.3 Italy Immersive In-Vehicle Entertainment Market by Device Type
11.2.7.6.4 Italy Immersive In-Vehicle Entertainment Market by Application
11.2.7.6.5 Italy Immersive In-Vehicle Entertainment Market by Technology
11.2.7.6.6 Italy Immersive In-Vehicle Entertainment Market by Distribution Channel
11.2.7.7 Rest of Europe Immersive In-Vehicle Entertainment Market
11.2.7.7.1 Rest of Europe Immersive In-Vehicle Entertainment Market by Vehicle Type
11.2.7.7.2 Rest of Europe Immersive In-Vehicle Entertainment Market by Offering
11.2.7.7.3 Rest of Europe Immersive In-Vehicle Entertainment Market by Device Type
11.2.7.7.4 Rest of Europe Immersive In-Vehicle Entertainment Market by Application
11.2.7.7.5 Rest of Europe Immersive In-Vehicle Entertainment Market by Technology
11.2.7.7.6 Rest of Europe Immersive In-Vehicle Entertainment Market by Distribution Channel
11.3 Asia Pacific Immersive In-Vehicle Entertainment Market
11.3.1 Asia Pacific Immersive In-Vehicle Entertainment Market by Vehicle Type
11.3.1.1 Asia Pacific Passenger Vehicles Market by Country
11.3.1.2 Asia Pacific Commercial Vehicles Market by Country
11.3.2 Asia Pacific Immersive In-Vehicle Entertainment Market by Offering
11.3.2.1 Asia Pacific Hardware Market by Country
11.3.2.2 Asia Pacific Software Market by Country
11.3.2.3 Asia Pacific Services Market by Country
11.3.3 Asia Pacific Immersive In-Vehicle Entertainment Market by Device Type
11.3.3.1 Asia Pacific Head-Mounted Displays (HMDs) Market by Country
11.3.3.2 Asia Pacific In-Car Displays Market by Country
11.3.3.3 Asia Pacific Wearables Market by Country
11.3.3.4 Asia Pacific Other Device Type Market by Country
11.3.4 Asia Pacific Immersive In-Vehicle Entertainment Market by Application
11.3.4.1 Asia Pacific Infotainment Market by Country
11.3.4.2 Asia Pacific Navigation Assistance Market by Country
11.3.4.3 Asia Pacific Safety & Driver Assistance Market by Country
11.3.4.4 Asia Pacific Passenger Entertainment & Others Market by Country
11.3.5 Asia Pacific Immersive In-Vehicle Entertainment Market by Technology
11.3.5.1 Asia Pacific Augmented Reality (AR) Market by Country
11.3.5.2 Asia Pacific Virtual Reality (VR) Market by Country
11.3.5.3 Asia Pacific Mixed Reality (MR) Market by Country
11.3.5.4 Asia Pacific 360-Degree Video Market by Country
11.3.5.5 Asia Pacific Other Technology Market by Country
11.3.6 Asia Pacific Immersive In-Vehicle Entertainment Market by Distribution Channel
11.3.6.1 Asia Pacific OEM Market by Country
11.3.6.2 Asia Pacific Aftermarket Market by Country
11.3.7 Asia Pacific Immersive In-Vehicle Entertainment Market by Country
11.3.7.1 China Immersive In-Vehicle Entertainment Market
11.3.7.1.1 China Immersive In-Vehicle Entertainment Market by Vehicle Type
11.3.7.1.2 China Immersive In-Vehicle Entertainment Market by Offering
11.3.7.1.3 China Immersive In-Vehicle Entertainment Market by Device Type
11.3.7.1.4 China Immersive In-Vehicle Entertainment Market by Application
11.3.7.1.5 China Immersive In-Vehicle Entertainment Market by Technology
11.3.7.1.6 China Immersive In-Vehicle Entertainment Market by Distribution Channel
11.3.7.2 Japan Immersive In-Vehicle Entertainment Market
11.3.7.2.1 Japan Immersive In-Vehicle Entertainment Market by Vehicle Type
11.3.7.2.2 Japan Immersive In-Vehicle Entertainment Market by Offering
11.3.7.2.3 Japan Immersive In-Vehicle Entertainment Market by Device Type
11.3.7.2.4 Japan Immersive In-Vehicle Entertainment Market by Application
11.3.7.2.5 Japan Immersive In-Vehicle Entertainment Market by Technology
11.3.7.2.6 Japan Immersive In-Vehicle Entertainment Market by Distribution Channel
11.3.7.3 India Immersive In-Vehicle Entertainment Market
11.3.7.3.1 India Immersive In-Vehicle Entertainment Market by Vehicle Type
11.3.7.3.2 India Immersive In-Vehicle Entertainment Market by Offering
11.3.7.3.3 India Immersive In-Vehicle Entertainment Market by Device Type
11.3.7.3.4 India Immersive In-Vehicle Entertainment Market by Application
11.3.7.3.5 India Immersive In-Vehicle Entertainment Market by Technology
11.3.7.3.6 India Immersive In-Vehicle Entertainment Market by Distribution Channel
11.3.7.4 South Korea Immersive In-Vehicle Entertainment Market
11.3.7.4.1 South Korea Immersive In-Vehicle Entertainment Market by Vehicle Type
11.3.7.4.2 South Korea Immersive In-Vehicle Entertainment Market by Offering
11.3.7.4.3 South Korea Immersive In-Vehicle Entertainment Market by Device Type
11.3.7.4.4 South Korea Immersive In-Vehicle Entertainment Market by Application
11.3.7.4.5 South Korea Immersive In-Vehicle Entertainment Market by Technology
11.3.7.4.6 South Korea Immersive In-Vehicle Entertainment Market by Distribution Channel
11.3.7.5 Singapore Immersive In-Vehicle Entertainment Market
11.3.7.5.1 Singapore Immersive In-Vehicle Entertainment Market by Vehicle Type
11.3.7.5.2 Singapore Immersive In-Vehicle Entertainment Market by Offering
11.3.7.5.3 Singapore Immersive In-Vehicle Entertainment Market by Device Type
11.3.7.5.4 Singapore Immersive In-Vehicle Entertainment Market by Application
11.3.7.5.5 Singapore Immersive In-Vehicle Entertainment Market by Technology
11.3.7.5.6 Singapore Immersive In-Vehicle Entertainment Market by Distribution Channel
11.3.7.6 Malaysia Immersive In-Vehicle Entertainment Market
11.3.7.6.1 Malaysia Immersive In-Vehicle Entertainment Market by Vehicle Type
11.3.7.6.2 Malaysia Immersive In-Vehicle Entertainment Market by Offering
11.3.7.6.3 Malaysia Immersive In-Vehicle Entertainment Market by Device Type
11.3.7.6.4 Malaysia Immersive In-Vehicle Entertainment Market by Application
11.3.7.6.5 Malaysia Immersive In-Vehicle Entertainment Market by Technology
11.3.7.6.6 Malaysia Immersive In-Vehicle Entertainment Market by Distribution Channel
11.3.7.7 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market
11.3.7.7.1 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Vehicle Type
11.3.7.7.2 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Offering
11.3.7.7.3 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Device Type
11.3.7.7.4 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Application
11.3.7.7.5 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Technology
11.3.7.7.6 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Distribution Channel
11.4 LAMEA Immersive In-Vehicle Entertainment Market
11.4.1 LAMEA Immersive In-Vehicle Entertainment Market by Vehicle Type
11.4.1.1 LAMEA Passenger Vehicles Market by Country
11.4.1.2 LAMEA Commercial Vehicles Market by Country
11.4.2 LAMEA Immersive In-Vehicle Entertainment Market by Offering
11.4.2.1 LAMEA Hardware Market by Country
11.4.2.2 LAMEA Software Market by Country
11.4.2.3 LAMEA Services Market by Country
11.4.3 LAMEA Immersive In-Vehicle Entertainment Market by Device Type
11.4.3.1 LAMEA Head-Mounted Displays (HMDs) Market by Country
11.4.3.2 LAMEA In-Car Displays Market by Country
11.4.3.3 LAMEA Wearables Market by Country
11.4.3.4 LAMEA Other Device Type Market by Country
11.4.4 LAMEA Immersive In-Vehicle Entertainment Market by Application
11.4.4.1 LAMEA Infotainment Market by Country
11.4.4.2 LAMEA Navigation Assistance Market by Country
11.4.4.3 LAMEA Safety & Driver Assistance Market by Country
11.4.4.4 LAMEA Passenger Entertainment & Others Market by Country
11.4.5 LAMEA Immersive In-Vehicle Entertainment Market by Technology
11.4.5.1 LAMEA Augmented Reality (AR) Market by Country
11.4.5.2 LAMEA Virtual Reality (VR) Market by Country
11.4.5.3 LAMEA Mixed Reality (MR) Market by Country
11.4.5.4 LAMEA 360-Degree Video Market by Country
11.4.5.5 LAMEA Other Technology Market by Country
11.4.6 LAMEA Immersive In-Vehicle Entertainment Market by Distribution Channel
11.4.6.1 LAMEA OEM Market by Country
11.4.6.2 LAMEA Aftermarket Market by Country
11.4.7 LAMEA Immersive In-Vehicle Entertainment Market by Country
11.4.7.1 Brazil Immersive In-Vehicle Entertainment Market
11.4.7.1.1 Brazil Immersive In-Vehicle Entertainment Market by Vehicle Type
11.4.7.1.2 Brazil Immersive In-Vehicle Entertainment Market by Offering
11.4.7.1.3 Brazil Immersive In-Vehicle Entertainment Market by Device Type
11.4.7.1.4 Brazil Immersive In-Vehicle Entertainment Market by Application
11.4.7.1.5 Brazil Immersive In-Vehicle Entertainment Market by Technology
11.4.7.1.6 Brazil Immersive In-Vehicle Entertainment Market by Distribution Channel
11.4.7.2 Argentina Immersive In-Vehicle Entertainment Market
11.4.7.2.1 Argentina Immersive In-Vehicle Entertainment Market by Vehicle Type
11.4.7.2.2 Argentina Immersive In-Vehicle Entertainment Market by Offering
11.4.7.2.3 Argentina Immersive In-Vehicle Entertainment Market by Device Type
11.4.7.2.4 Argentina Immersive In-Vehicle Entertainment Market by Application
11.4.7.2.5 Argentina Immersive In-Vehicle Entertainment Market by Technology
11.4.7.2.6 Argentina Immersive In-Vehicle Entertainment Market by Distribution Channel
11.4.7.3 UAE Immersive In-Vehicle Entertainment Market
11.4.7.3.1 UAE Immersive In-Vehicle Entertainment Market by Vehicle Type
11.4.7.3.2 UAE Immersive In-Vehicle Entertainment Market by Offering
11.4.7.3.3 UAE Immersive In-Vehicle Entertainment Market by Device Type
11.4.7.3.4 UAE Immersive In-Vehicle Entertainment Market by Application
11.4.7.3.5 UAE Immersive In-Vehicle Entertainment Market by Technology
11.4.7.3.6 UAE Immersive In-Vehicle Entertainment Market by Distribution Channel
11.4.7.4 Saudi Arabia Immersive In-Vehicle Entertainment Market
11.4.7.4.1 Saudi Arabia Immersive In-Vehicle Entertainment Market by Vehicle Type
11.4.7.4.2 Saudi Arabia Immersive In-Vehicle Entertainment Market by Offering
11.4.7.4.3 Saudi Arabia Immersive In-Vehicle Entertainment Market by Device Type
11.4.7.4.4 Saudi Arabia Immersive In-Vehicle Entertainment Market by Application
11.4.7.4.5 Saudi Arabia Immersive In-Vehicle Entertainment Market by Technology
11.4.7.4.6 Saudi Arabia Immersive In-Vehicle Entertainment Market by Distribution Channel
11.4.7.5 South Africa Immersive In-Vehicle Entertainment Market
11.4.7.5.1 South Africa Immersive In-Vehicle Entertainment Market by Vehicle Type
11.4.7.5.2 South Africa Immersive In-Vehicle Entertainment Market by Offering
11.4.7.5.3 South Africa Immersive In-Vehicle Entertainment Market by Device Type
11.4.7.5.4 South Africa Immersive In-Vehicle Entertainment Market by Application
11.4.7.5.5 South Africa Immersive In-Vehicle Entertainment Market by Technology
11.4.7.5.6 South Africa Immersive In-Vehicle Entertainment Market by Distribution Channel
11.4.7.6 Nigeria Immersive In-Vehicle Entertainment Market
11.4.7.6.1 Nigeria Immersive In-Vehicle Entertainment Market by Vehicle Type
11.4.7.6.2 Nigeria Immersive In-Vehicle Entertainment Market by Offering
11.4.7.6.3 Nigeria Immersive In-Vehicle Entertainment Market by Device Type
11.4.7.6.4 Nigeria Immersive In-Vehicle Entertainment Market by Application
11.4.7.6.5 Nigeria Immersive In-Vehicle Entertainment Market by Technology
11.4.7.6.6 Nigeria Immersive In-Vehicle Entertainment Market by Distribution Channel
11.4.7.7 Rest of LAMEA Immersive In-Vehicle Entertainment Market
11.4.7.7.1 Rest of LAMEA Immersive In-Vehicle Entertainment Market by Vehicle Type
11.4.7.7.2 Rest of LAMEA Immersive In-Vehicle Entertainment Market by Offering
11.4.7.7.3 Rest of LAMEA Immersive In-Vehicle Entertainment Market by Device Type
11.4.7.7.4 Rest of LAMEA Immersive In-Vehicle Entertainment Market by Application
11.4.7.7.5 Rest of LAMEA Immersive In-Vehicle Entertainment Market by Technology
11.4.7.7.6 Rest of LAMEA Immersive In-Vehicle Entertainment Market by Distribution Channel
Chapter 12. Company Profiles
12.1 Tesla, Inc.
12.1.1 Company Overview
12.1.2 Financial Analysis
12.1.3 Segmental and Regional Analysis
12.1.4 Research & Development Expense
12.1.5 Recent strategies and developments:
12.1.5.1 Product Launches and Product Expansions:
12.1.6 SWOT Analysis
12.2 Sony Corporation
12.2.1 Company Overview
12.2.2 Financial Analysis
12.2.3 Segmental and Regional Analysis
12.2.4 Research & Development Expenses
12.2.5 Recent strategies and developments:
12.2.5.1 Partnerships, Collaborations, and Agreements:
12.2.5.2 Product Launches and Product Expansions:
12.2.6 SWOT Analysis
12.3 Panasonic Holdings Corporation
12.3.1 Company Overview
12.3.2 Financial Analysis
12.3.3 Segmental and Regional Analysis
12.3.4 Research & Development Expenses
12.3.5 Recent strategies and developments:
12.3.5.1 Product Launches and Product Expansions:
12.3.6 SWOT Analysis
12.4 Continental AG
12.4.1 Company Overview
12.4.2 Financial Analysis
12.4.3 Segmental and Regional Analysis
12.4.4 Research & Development Expense
12.4.5 Recent strategies and developments:
12.4.5.1 Partnerships, Collaborations, and Agreements:
12.4.6 SWOT Analysis
12.5 HARMAN International Industries, Inc. (Samsung Electronics Co., Ltd.)
12.5.1 Company Overview
12.5.2 Financial Analysis
12.5.3 Segmental and Regional Analysis
12.5.4 Research & Development Expenses
12.5.5 Recent strategies and developments:
12.5.5.1 Product Launches and Product Expansions:
12.5.6 SWOT Analysis
12.6 Robert Bosch GmbH
12.6.1 Company Overview
12.6.2 Financial Analysis
12.6.3 Segmental and Regional Analysis
12.6.4 Research & Development Expense
12.6.5 Recent strategies and developments:
12.6.5.1 Partnerships, Collaborations, and Agreements:
12.6.6 SWOT Analysis
12.7 LG Electronics, Inc. (LG Corporation)
12.7.1 Company Overview
12.7.2 Financial Analysis
12.7.3 Regional & Segmental Analysis
12.7.4 Research & Development Expenses
12.7.5 Recent strategies and developments:
12.7.5.1 Product Launches and Product Expansions:
12.7.6 SWOT Analysis
12.8 Qualcomm Incorporated (Qualcomm Technologies, Inc.)
12.8.1 Company Overview
12.8.2 Financial Analysis
12.8.3 Segmental and Regional Analysis
12.8.4 Research & Development Expense
12.8.5 Recent strategies and developments:
12.8.5.1 Partnerships, Collaborations, and Agreements:
12.8.5.2 Product Launches and Product Expansions:
12.8.6 SWOT Analysis
12.9 Apple, Inc.
12.9.1 Company Overview
12.9.2 Financial Analysis
12.9.3 Regional Analysis
12.9.4 Research & Development Expense
12.9.5 Recent strategies and developments:
12.9.5.1 Product Launches and Product Expansions:
12.9.6 SWOT Analysis
12.10. Google LLC
12.10.1 Company Overview
12.10.2 Financial Analysis
12.10.3 Segmental and Regional Analysis
12.10.4 Research & Development Expense
12.10.5 Recent strategies and developments:
12.10.5.1 Product Launches and Product Expansions:
12.10.6 SWOT Analysis
Chapter 13. Winning Imperatives for Immersive In-Vehicle Entertainment Market

Companies Mentioned

  • Tesla, Inc.
  • Sony Corporation
  • Panasonic Holdings Corporation
  • Continental AG
  • Harman International Industries, Inc. (Samsung Electronics Co., Ltd.)
  • Robert Bosch GmbH
  • LG Electronics, Inc. (LG Corporation)
  • Qualcomm Incorporated (Qualcomm Technologies, Inc.)
  • Apple Inc.
  • Google LLC

Methodology

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