Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global In-Vehicle Entertainment Market by Type (Music, Games, Video, In-car WiFi, Other), By Application (Application I, Application II) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global In-Vehicle Entertainment Market by Type (Music, Games, Video, In-car WiFi, Other), By Application (Application I, Application II) And By Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 197203 3300 Consumer Goods 377 236 Pages 4.5 (48)
                                          

The global vehicle entertainment market is expected to grow at a CAGR of 6.5% during the forecast period, from 2021 to 2030. The market is driven by the increasing demand for in-vehicle infotainment systems and growing number of connected cars. The growth in the automotive industry has led to an increase in the production of vehicles, which has increased the demand for vehicle entertainment systems. In addition, technological advancements have led to an increase in adoption of advanced technologies such as voice recognition and gesture control that are used for controlling infotainment systems. The global vehicle entertainment market is segmented on type into music, games, video and icar wifi; on application into application I and application II; and on region into North America, Latin America, Europe, Asia Pacific (APAC) and Middle East & Africa (MEA).

Some Of The Growth Factors Of This Market:

  1. The increasing demand for in-vehicle entertainment systems is the major factor driving the growth of this market.
  2. The increasing number of vehicles being sold globally is also a major factor driving the growth of this market.
  3. Increasing demand for infotainment systems and safety features are also factors that are driving the growth of this market.
  4. Increasing penetration rates for smartphones and tablets are also factors that are driving the growth of this market.

Industry Growth Insights published a new data on “In-Vehicle Entertainment Market”. The research report is titled “In-Vehicle Entertainment Market research by Types (Music, Games, Video, In-car WiFi, Other), By Applications (Application I, Application II), By Players/Companies Apple, Google, Spotify, Pandora, Global Mobile Suppliers Association (GSA), Nissan, Audi, AT&T, Verizon, EE, Deutsche Telekom, GENIVI, Chrysler, Global M2M Association, GSMA, Harman, Toyota, Microsoft, MySpace, Car Connectivity Consortium”.

Scope Of The Report

Report Attributes

Report Details

Report Title

In-Vehicle Entertainment Market Research Report

By Type

Music, Games, Video, In-car WiFi, Other

By Application

Application I, Application II

By Companies

Apple, Google, Spotify, Pandora, Global Mobile Suppliers Association (GSA), Nissan, Audi, AT&T, Verizon, EE, Deutsche Telekom, GENIVI, Chrysler, Global M2M Association, GSMA, Harman, Toyota, Microsoft, MySpace, Car Connectivity Consortium

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

236

Number of Tables & Figures

166

Customization Available

Yes, the report can be customized as per your need.


Global In-Vehicle Entertainment Industry Outlook


Global In-Vehicle Entertainment Market Report Segments:

The global In-Vehicle Entertainment market is segmented on the basis of:

Types

Music, Games, Video, In-car WiFi, Other

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Application I, Application II

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Apple
  2. Google
  3. Spotify
  4. Pandora
  5. Global Mobile Suppliers Association (GSA)
  6. Nissan
  7. Audi
  8. AT&T
  9. Verizon
  10. EE
  11. Deutsche Telekom
  12. GENIVI
  13. Chrysler
  14. Global M2M Association
  15. GSMA
  16. Harman
  17. Toyota
  18. Microsoft
  19. MySpace
  20. Car Connectivity Consortium

Global In-Vehicle Entertainment Market Overview


Highlights of The In-Vehicle Entertainment Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Music
    2. Games
    3. Video
    4. In-car WiFi
    5. Other
  1. By Application:

    1. Application I
    2. Application II
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the In-Vehicle Entertainment Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

How you may use our products:

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  • Market Entry Strategies
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  • Product & Brand Management
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Global In-Vehicle Entertainment Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


In-vehicle entertainment (IVE) is a term used to describe the various features and technologies that are available in vehicles. IVE can include features like navigation, music playback, and hands-free calling.

Some of the key players operating in the in-vehicle entertainment market are Apple, Google, Spotify, Pandora, Global Mobile Suppliers Association (GSA), Nissan, Audi, AT&T, Verizon, EE, Deutsche Telekom, GENIVI, Chrysler, Global M2M Association, GSMA, Harman, Toyota, Microsoft, MySpace, Car Connectivity Consortium.

The in-vehicle entertainment market is expected to register a CAGR of 6.5%.

                                            
1. Executive Summary

2. Assumptions and Acronyms Used

3. Research Methodology

4. In-Vehicle Entertainment Market Overview
   4.1. Introduction
      4.1.1. Market Taxonomy
      4.1.2. Market Definition
   4.2. Macro-Economic Factors
      4.2.1. Industry Outlook
   4.3. In-Vehicle Entertainment Market Dynamics
      4.3.1. Market Drivers
      4.3.2. Market Restraints
      4.3.3. Opportunity
      4.3.4. Market Trends
   4.4. In-Vehicle Entertainment Market - Supply Chain
   4.5. Global In-Vehicle Entertainment Market Forecast
      4.5.1. In-Vehicle Entertainment Market Size (US$ Mn) and Y-o-Y Growth
      4.5.2. In-Vehicle Entertainment Market Size (000’ Units) and Y-o-Y Growth
      4.5.3. In-Vehicle Entertainment Market Absolute $ Opportunity

5. Global In-Vehicle Entertainment Market Analysis and Forecast by Type
   5.1. Market Trends
   5.2. Introduction
      5.2.1. Basis Point Share (BPS) Analysis by Type
      5.2.2. Y-o-Y Growth Projections by Type
   5.3. In-Vehicle Entertainment Market Size and Volume Forecast by Type
      5.3.1. Music
      5.3.2. Games
      5.3.3. Video
      5.3.4. In-car WiFi
      5.3.5. Other
   5.4. Absolute $ Opportunity Assessment by Type
   5.5. Market Attractiveness/Growth Potential Analysis by Type

6. Global In-Vehicle Entertainment Market Analysis and Forecast by Application
   6.1. Market Trends
   6.2. Introduction
      6.2.1. Basis Point Share (BPS) Analysis by Application
      6.2.2. Y-o-Y Growth Projections by Application
   6.3. In-Vehicle Entertainment Market Size and Volume Forecast by Application
      6.3.1. Application I
      6.3.2. Application II
   6.4. Absolute $ Opportunity Assessment by Application
   6.5. Market Attractiveness/Growth Potential Analysis by Application

7. Global In-Vehicle Entertainment Market Analysis and Forecast by Sales Channel
   7.1. Market Trends
   7.2. Introduction
      7.2.1. Basis Point Share (BPS) Analysis by Sales Channel 
      7.2.2. Y-o-Y Growth Projections by Sales Channel
   7.3. In-Vehicle Entertainment Market Size and Volume Forecast by Sales Channel 
      7.3.1. Manufacturer/Distributor/Service Provider
      7.3.2. Aftermarket
   7.4. Absolute $ Opportunity Assessment by Sales Channel
   7.5. Market Attractiveness/Growth Potential Analysis by Sales Channel

8. Global In-Vehicle Entertainment Market Analysis and Forecast by Region
   8.1. Market Trends
   8.2. Introduction
      8.2.1. Basis Point Share (BPS) Analysis by Region
      8.2.2. Y-o-Y Growth Projections by Region
   8.3. In-Vehicle Entertainment Market Size and Volume Forecast by Region
      8.3.1. North America
      8.3.2. Latin America
      8.3.3. Europe
      8.3.4. Asia Pacific
      8.3.5. Middle East and Africa (MEA)
   8.4. Absolute $ Opportunity Assessment by Region
   8.5. Market Attractiveness/Growth Potential Analysis by Region
   8.6. Global In-Vehicle Entertainment Demand Share Forecast, 2019-2026

9. North America In-Vehicle Entertainment Market Analysis and Forecast
   9.1. Introduction
      9.1.1. Basis Point Share (BPS) Analysis by Country
      9.1.2. Y-o-Y Growth Projections by Country
   9.2. North America In-Vehicle Entertainment Market Size and Volume Forecast by Country
      9.2.1. U.S.
      9.2.2. Canada
   9.3. Absolute $ Opportunity Assessment by Country
   9.4. North America In-Vehicle Entertainment Market Size and Volume Forecast by Application
      9.4.1. Application I
      9.4.2. Application II
   9.5. Basis Point Share (BPS) Analysis by Application
   9.6. Y-o-Y Growth Projections by Application
   9.7. North America In-Vehicle Entertainment Market Size and Volume Forecast by Type
      9.7.1. Music
      9.7.2. Games
      9.7.3. Video
      9.7.4. In-car WiFi
      9.7.5. Other
   9.8. Basis Point Share (BPS) Analysis by Type
   9.9. Y-o-Y Growth Projections by Type
   9.10. Market Attractiveness/Growth Potential Analysis
      9.10.1. By Country
      9.10.2. By Product Type
      9.10.3. By Application
      9.10.4. By Sales Channel
   9.11. North America In-Vehicle Entertainment Demand Share Forecast, 2019-2026

10. Latin America In-Vehicle Entertainment Market Analysis and Forecast
   10.1. Introduction
      10.1.1. Basis Point Share (BPS) Analysis by Country
      10.1.2. Y-o-Y Growth Projections by Country
      10.1.3. Latin America Average Pricing Analysis
   10.2. Latin America In-Vehicle Entertainment Market Size and Volume Forecast by Country
      10.2.1. Brazil
      10.2.2. Mexico
      10.2.3. Rest of Latin America
   10.3. Absolute $ Opportunity Assessment by Country
   10.4. Latin America In-Vehicle Entertainment Market Size and Volume Forecast by Application
      10.4.1. Application I
      10.4.2. Application II
   10.5. Basis Point Share (BPS) Analysis by Application
   10.6. Y-o-Y Growth Projections by Application
   10.7. Latin America In-Vehicle Entertainment Market Size and Volume Forecast by Type
      10.7.1. Music
      10.7.2. Games
      10.7.3. Video
      10.7.4. In-car WiFi
      10.7.5. Other
   10.8. Basis Point Share (BPS) Analysis by Type
   10.9. Y-o-Y Growth Projections by Type
   10.10. Market Attractiveness/Growth Potential Analysis
      10.10.1. By Country
      10.10.2. By Product Type
      10.10.3. By Application
      10.10.4. By Sales Channel
   10.11. Latin America In-Vehicle Entertainment Demand Share Forecast, 2019-2026

11. Europe In-Vehicle Entertainment Market Analysis and Forecast
   11.1. Introduction
      11.1.1. Basis Point Share (BPS) Analysis by Country
      11.1.2. Y-o-Y Growth Projections by Country
      11.1.3. Europe Average Pricing Analysis
   11.2. Europe In-Vehicle Entertainment Market Size and Volume Forecast by Country
      11.2.1. Germany
      11.2.2. France
      11.2.3. Italy
      11.2.4. U.K.
      11.2.5. Spain
      11.2.6. Russia
      11.2.7. Rest of Europe
   11.3. Absolute $ Opportunity Assessment by Country
   11.4. Europe In-Vehicle Entertainment Market Size and Volume Forecast by Application
      11.4.1. Application I
      11.4.2. Application II
   11.5. Basis Point Share (BPS) Analysis by Application
   11.6. Y-o-Y Growth Projections by Application
   11.7. Europe In-Vehicle Entertainment Market Size and Volume Forecast by Type
      11.7.1. Music
      11.7.2. Games
      11.7.3. Video
      11.7.4. In-car WiFi
      11.7.5. Other
   11.8. Basis Point Share (BPS) Analysis by Type
   11.9. Y-o-Y Growth Projections by Type
   11.10. Market Attractiveness/Growth Potential Analysis
      11.10.1. By Country
      11.10.2. By Product Type
      11.10.3. By Application
      11.10.4. By Sales Channel
   11.11. Europe In-Vehicle Entertainment Demand Share, 2019-2026

12. Asia Pacific In-Vehicle Entertainment Market Analysis and Forecast
   12.1. Introduction
      12.1.1. Basis Point Share (BPS) Analysis by Country
      12.1.2. Y-o-Y Growth Projections by Country
      12.1.3. Asia Pacific Average Pricing Analysis
   12.2. Asia Pacific In-Vehicle Entertainment Market Size and Volume Forecast by Country
      12.2.1. China
      12.2.2. Japan
      12.2.3. South Korea
      12.2.4. India
      12.2.5. Australia
      12.2.6. Rest of Asia Pacific (APAC)
   12.3. Absolute $ Opportunity Assessment by Country
   12.4. Asia Pacific In-Vehicle Entertainment Market Size and Volume Forecast by Application
      12.4.1. Application I
      12.4.2. Application II
   12.5. Basis Point Share (BPS) Analysis by Application
   12.6. Y-o-Y Growth Projections by Application
   12.7. Asia Pacific In-Vehicle Entertainment Market Size and Volume Forecast by Type
      12.7.1. Music
      12.7.2. Games
      12.7.3. Video
      12.7.4. In-car WiFi
      12.7.5. Other
   12.8. Basis Point Share (BPS) Analysis by Type
   12.9. Y-o-Y Growth Projections by Type
   12.10. Market Attractiveness/Growth Potential Analysis
      12.10.1. By Country
      12.10.2. By Product Type
      12.10.3. By Application
      12.10.4. By Sales Channel
   12.11. Asia Pacific In-Vehicle Entertainment Demand Share, 2019-2026

13. Middle East & Africa In-Vehicle Entertainment Market Analysis and Forecast
   13.1. Introduction
      13.1.1. Basis Point Share (BPS) Analysis by Country
      13.1.2. Y-o-Y Growth Projections by Country
      13.1.3. Asia Pacific Average Pricing Analysis
   13.2. Middle East & Africa In-Vehicle Entertainment Market Size and Volume Forecast by Country
      13.2.1. Saudi Arabia
      13.2.2. South Africa
      13.2.3. UAE
      13.2.4. Rest of Middle East & Africa (MEA)
   13.3. Absolute $ Opportunity Assessment by Country
   13.4. Middle East & Africa In-Vehicle Entertainment Market Size and Volume Forecast by Application
      13.4.1. Application I
      13.4.2. Application II
   13.5. Basis Point Share (BPS) Analysis by Application
   13.6. Y-o-Y Growth Projections by Application
   13.7. Middle East & Africa In-Vehicle Entertainment Market Size and Volume Forecast by Type
      13.7.1. Music
      13.7.2. Games
      13.7.3. Video
      13.7.4. In-car WiFi
      13.7.5. Other
   13.8. Basis Point Share (BPS) Analysis by Type
   13.9. Y-o-Y Growth Projections by Type
   13.10. Market Attractiveness/Growth Potential Analysis
      13.10.1. By Country
      13.10.2. By Product Type
      13.10.3. By Application
      13.10.4. By Sales Channel
   13.11. Middle East & Africa In-Vehicle Entertainment Demand Share, 2019-2026

14. Competition Landscape
   14.1. Global In-Vehicle Entertainment Market: Market Share Analysis
   14.2. In-Vehicle Entertainment Distributors and Customers
   14.3. In-Vehicle Entertainment Market: Competitive Dashboard
   14.4. Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      14.4.1. Apple
         14.4.1.1. Overview
         14.4.1.2. Financials
         14.4.1.3. Developments
         14.4.1.4. Strategic Outlook
      14.4.2. Google
         14.4.2.1. Overview
         14.4.2.2. Financials
         14.4.2.3. Developments
         14.4.2.4. Strategic Outlook
      14.4.3. Spotify
         14.4.3.1. Overview
         14.4.3.2. Financials
         14.4.3.3. Developments
         14.4.3.4. Strategic Outlook
      14.4.4. Pandora
         14.4.4.1. Overview
         14.4.4.2. Financials
         14.4.4.3. Developments
         14.4.4.4. Strategic Outlook
      14.4.5. Global Mobile Suppliers Association (GSA)
         14.4.5.1. Overview
         14.4.5.2. Financials
         14.4.5.3. Developments
         14.4.5.4. Strategic Outlook
      14.4.6. Nissan
         14.4.6.1. Overview
         14.4.6.2. Financials
         14.4.6.3. Developments
         14.4.6.4. Strategic Outlook
      14.4.7. Audi
         14.4.7.1. Overview
         14.4.7.2. Financials
         14.4.7.3. Developments
         14.4.7.4. Strategic Outlook
      14.4.8. AT&T
         14.4.8.1. Overview
         14.4.8.2. Financials
         14.4.8.3. Developments
         14.4.8.4. Strategic Outlook
      14.4.9. Verizon
         14.4.9.1. Overview
         14.4.9.2. Financials
         14.4.9.3. Developments
         14.4.9.4. Strategic Outlook
      14.4.10. EE
         14.4.10.1. Overview
         14.4.10.2. Financials
         14.4.10.3. Developments
         14.4.10.4. Strategic Outlook
      14.4.11. Deutsche Telekom
         14.4.11.1. Overview
         14.4.11.2. Financials
         14.4.11.3. Developments
         14.4.11.4. Strategic Outlook
      14.4.12. GENIVI
         14.4.12.1. Overview
         14.4.12.2. Financials
         14.4.12.3. Developments
         14.4.12.4. Strategic Outlook
      14.4.13. Chrysler
         14.4.13.1. Overview
         14.4.13.2. Financials
         14.4.13.3. Developments
         14.4.13.4. Strategic Outlook
      14.4.14. Global M2M Association
         14.4.14.1. Overview
         14.4.14.2. Financials
         14.4.14.3. Developments
         14.4.14.4. Strategic Outlook
      14.4.15. GSMA
         14.4.15.1. Overview
         14.4.15.2. Financials
         14.4.15.3. Developments
         14.4.15.4. Strategic Outlook
      14.4.16. Harman
         14.4.16.1. Overview
         14.4.16.2. Financials
         14.4.16.3. Developments
         14.4.16.4. Strategic Outlook
      14.4.17. Toyota
         14.4.17.1. Overview
         14.4.17.2. Financials
         14.4.17.3. Developments
         14.4.17.4. Strategic Outlook
      14.4.18. Microsoft
         14.4.18.1. Overview
         14.4.18.2. Financials
         14.4.18.3. Developments
         14.4.18.4. Strategic Outlook
      14.4.19. MySpace
         14.4.19.1. Overview
         14.4.19.2. Financials
         14.4.19.3. Developments
         14.4.19.4. Strategic Outlook
      14.4.20. Car Connectivity Consortium
         14.4.20.1. Overview
         14.4.20.2. Financials
         14.4.20.3. Developments
         14.4.20.4. Strategic Outlook

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