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Asia-Pacific 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 Country and Growth Forecast, 2024 - 2031

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    Report

  • 199 Pages
  • October 2024
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6025721
The Asia Pacific Immersive In-Vehicle Entertainment Market is expected to witness market growth of 27.7% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific Immersive In-Vehicle Entertainment Market by Country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of $964.9 million by 2031. The Japan market is registering a CAGR of 26.9% during 2024-2031. Additionally, the India market is expected to showcase a CAGR of 28.6% during 2024-2031.



Data analytics and artificial intelligence (AI) advances allow personalized content delivery, tailoring entertainment options to individual passenger preferences. This includes music recommendations, movie suggestions, and even interactive storytelling experiences. Enhanced connectivity options allow passengers to make video calls, stay connected through social media, or participate in virtual meetings, turning travel time into productive or social time.

Several factors are driving the adoption of immersive in-vehicle entertainment solutions. First and foremost is the growing demand for enhanced passenger experiences in personal and commercial vehicles. As consumers become more accustomed to high-quality entertainment options in their everyday lives, they expect similar experiences in their vehicles.

The immersive in-vehicle entertainment market in China is poised for remarkable growth, significantly influenced by the rapid expansion of the country's virtual reality (VR) industry. According to the Ministry of Industry and Information Technology, investment and financing in VR will more than double in 2021, reflecting the burgeoning interest and competitive landscape among market players eager to harness the potential of this high-tech sector. As the automotive industry increasingly incorporates advanced technologies, integrating immersive entertainment systems, particularly those utilizing VR, is set to transform the driving experience for Chinese consumers.

Based on Vehicle Type, the market is segmented into Passenger Vehicles and Commercial Vehicles. Based on Offering, the market is segmented into Hardware, Software, and Services. Based on Device Type, the market is segmented into Head-Mounted Displays (HMDs), In-Car Displays, Wearables, and Other Device Type. Based on Application, the market is segmented into Infotainment, Navigation Assistance, Safety & Driver Assistance, and Passenger Entertainment & Others.

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 Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

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 Asia Pacific Immersive In-Vehicle Entertainment Market, by Vehicle Type
1.4.2 Asia Pacific Immersive In-Vehicle Entertainment Market, by Offering
1.4.3 Asia Pacific Immersive In-Vehicle Entertainment Market, by Device Type
1.4.4 Asia Pacific Immersive In-Vehicle Entertainment Market, by Application
1.4.5 Asia Pacific Immersive In-Vehicle Entertainment Market, by Technology
1.4.6 Asia Pacific Immersive In-Vehicle Entertainment Market, by Distribution Channel
1.4.7 Asia Pacific Immersive In-Vehicle Entertainment Market, by Country
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. Asia Pacific Immersive In-Vehicle Entertainment Market by Vehicle Type
5.1 Asia Pacific Passenger Vehicles Market by Country
5.2 Asia Pacific Commercial Vehicles Market by Country
Chapter 6. Asia Pacific Immersive In-Vehicle Entertainment Market by Offering
6.1 Asia Pacific Hardware Market by Country
6.2 Asia Pacific Software Market by Country
6.3 Asia Pacific Services Market by Country
Chapter 7. Asia Pacific Immersive In-Vehicle Entertainment Market by Device Type
7.1 Asia Pacific Head-Mounted Displays (HMDs) Market by Country
7.2 Asia Pacific In-Car Displays Market by Country
7.3 Asia Pacific Wearables Market by Country
7.4 Asia Pacific Other Device Type Market by Country
Chapter 8. Asia Pacific Immersive In-Vehicle Entertainment Market by Application
8.1 Asia Pacific Infotainment Market by Country
8.2 Asia Pacific Navigation Assistance Market by Country
8.3 Asia Pacific Safety & Driver Assistance Market by Country
8.4 Asia Pacific Passenger Entertainment & Others Market by Country
Chapter 9. Asia Pacific Immersive In-Vehicle Entertainment Market by Technology
9.1 Asia Pacific Augmented Reality (AR) Market by Country
9.2 Asia Pacific Virtual Reality (VR) Market by Country
9.3 Asia Pacific Mixed Reality (MR) Market by Country
9.4 Asia Pacific 360-Degree Video Market by Country
9.5 Asia Pacific Other Technology Market by Country
Chapter 10. Asia Pacific Immersive In-Vehicle Entertainment Market by Distribution Channel
10.1 Asia Pacific OEM Market by Country
10.2 Asia Pacific Aftermarket Market by Country
Chapter 11. Asia Pacific Immersive In-Vehicle Entertainment Market by Country
11.1 China Immersive In-Vehicle Entertainment Market
11.1.1 China Immersive In-Vehicle Entertainment Market by Vehicle Type
11.1.2 China Immersive In-Vehicle Entertainment Market by Offering
11.1.3 China Immersive In-Vehicle Entertainment Market by Device Type
11.1.4 China Immersive In-Vehicle Entertainment Market by Application
11.1.5 China Immersive In-Vehicle Entertainment Market by Technology
11.1.6 China Immersive In-Vehicle Entertainment Market by Distribution Channel
11.2 Japan Immersive In-Vehicle Entertainment Market
11.2.1 Japan Immersive In-Vehicle Entertainment Market by Vehicle Type
11.2.2 Japan Immersive In-Vehicle Entertainment Market by Offering
11.2.3 Japan Immersive In-Vehicle Entertainment Market by Device Type
11.2.4 Japan Immersive In-Vehicle Entertainment Market by Application
11.2.5 Japan Immersive In-Vehicle Entertainment Market by Technology
11.2.6 Japan Immersive In-Vehicle Entertainment Market by Distribution Channel
11.3 India Immersive In-Vehicle Entertainment Market
11.3.1 India Immersive In-Vehicle Entertainment Market by Vehicle Type
11.3.2 India Immersive In-Vehicle Entertainment Market by Offering
11.3.3 India Immersive In-Vehicle Entertainment Market by Device Type
11.3.4 India Immersive In-Vehicle Entertainment Market by Application
11.3.5 India Immersive In-Vehicle Entertainment Market by Technology
11.3.6 India Immersive In-Vehicle Entertainment Market by Distribution Channel
11.4 South Korea Immersive In-Vehicle Entertainment Market
11.4.1 South Korea Immersive In-Vehicle Entertainment Market by Vehicle Type
11.4.2 South Korea Immersive In-Vehicle Entertainment Market by Offering
11.4.3 South Korea Immersive In-Vehicle Entertainment Market by Device Type
11.4.4 South Korea Immersive In-Vehicle Entertainment Market by Application
11.4.5 South Korea Immersive In-Vehicle Entertainment Market by Technology
11.4.6 South Korea Immersive In-Vehicle Entertainment Market by Distribution Channel
11.5 Singapore Immersive In-Vehicle Entertainment Market
11.5.1 Singapore Immersive In-Vehicle Entertainment Market by Vehicle Type
11.5.2 Singapore Immersive In-Vehicle Entertainment Market by Offering
11.5.3 Singapore Immersive In-Vehicle Entertainment Market by Device Type
11.5.4 Singapore Immersive In-Vehicle Entertainment Market by Application
11.5.5 Singapore Immersive In-Vehicle Entertainment Market by Technology
11.5.6 Singapore Immersive In-Vehicle Entertainment Market by Distribution Channel
11.6 Malaysia Immersive In-Vehicle Entertainment Market
11.6.1 Malaysia Immersive In-Vehicle Entertainment Market by Vehicle Type
11.6.2 Malaysia Immersive In-Vehicle Entertainment Market by Offering
11.6.3 Malaysia Immersive In-Vehicle Entertainment Market by Device Type
11.6.4 Malaysia Immersive In-Vehicle Entertainment Market by Application
11.6.5 Malaysia Immersive In-Vehicle Entertainment Market by Technology
11.6.6 Malaysia Immersive In-Vehicle Entertainment Market by Distribution Channel
11.7 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market
11.7.1 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Vehicle Type
11.7.2 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Offering
11.7.3 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Device Type
11.7.4 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Application
11.7.5 Rest of Asia Pacific Immersive In-Vehicle Entertainment Market by Technology
11.7.6 Rest of Asia Pacific 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

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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