시장보고서
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세계의 몰입형 차량용 엔터테인먼트 시장 : 시장 규모, 점유율, 동향 분석 보고서 - 차량 유형별, 제공별, 디바이스 유형별, 용도별, 기술별, 유통 채널별, 지역별 전망 및 예측(2024-2031년)

Global 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

발행일: | 리서치사: KBV Research | 페이지 정보: 영문 412 Pages | 배송안내 : 즉시배송

    
    
    



※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

몰입형 차량용 엔터테인먼트 시장 규모는 예측 기간 동안 27.1%의 CAGR로 성장하여 2031년까지 116억 달러에 달할 것으로 예상됩니다.

KBV Cardinal Matrix에 제시된 분석에 따르면 Apple, Inc.와 Google LLC는 몰입형 차량용 엔터테인먼트 시장의 선구자이며, Tesla, Inc, 2023년 10월, Google LLC는 몰입형 내비게이션, 개선된 주행 경로, 정리된 검색 결과 등 AI 기반 기능을 갖춘 향상된 지도 앱을 발표했습니다. 그 목적은 지도를 '단풍', '라떼 아트'와 같은 모호한 검색어를 탐색할 수 있는 다목적 도구로 바꾸고, 고급 알고리즘을 통해 사용자가 새로운 경험을 발견할 수 있도록 하는 것입니다.

시장 성장요인

온디맨드 스트리밍 서비스의 확산으로 소비자의 엔터테인먼트 소비 습관이 변화하고 있습니다. 승객들은 영화, 음악, 게임 등 다양한 컨텐츠에 대한 기기의 접근에 익숙해져 있으며, 자동차에서도 비슷한 기능을 기대하는 경향이 있습니다. 이러한 커넥티비티와 컨텐츠의 다양성에 대한 수요로 인해 자동차 제조사들은 차량에 첨단 엔터테인먼트 시스템을 통합하고 있습니다.

또한, Netflix, Hulu, Disney, Spotify, Apple Music과 같은 스트리밍 서비스는 영화, TV 프로그램, 음악, 팟캐스트, 오디오북 등 다양한 컨텐츠를 제공하고 있습니다. 다양한 취향과 연령대를 아우르는 폭넓은 선택은 다양한 소비자의 취향과 인구통계에 호소력을 발휘합니다. 많은 스트리밍 플랫폼이 현지화된 컨텐츠를 포함하도록 라이브러리를 확장하여 다양한 시청자에게 더 많은 관련성을 제공하고 있습니다. 이러한 컨텐츠 라이브러리와 스트리밍 서비스의 증가는 시장 성장을 견인하고 있습니다.

시장 억제요인

고급 차량용 엔터테인먼트 시스템의 설계 및 개발에는 많은 연구, 기술 및 엔지니어링 투자가 필요합니다. 이러한 시스템에는 고해상도 디스플레이, 서라운드 사운드 시스템, 연결 기능 등 복잡한 하드웨어 및 소프트웨어 통합이 포함되는 경우가 많습니다. 따라서 고급 차량용 엔터테인먼트 시스템의 높은 초기 비용은 시장 성장을 저해하는 요인으로 작용하고 있습니다.

시장의 주요 기업들은 시장에서 경쟁력을 유지하기 위해 다양하고 혁신적인 제품으로 경쟁하고 있습니다. 위 그림은 시장의 주요 기업 중 일부가 공유하는 수익의 비율을 보여줍니다. 시장의 주요 기업들은 다양한 산업의 수요를 충족시키기 위해 다양한 전략을 채택하고 있습니다. 시장의 주요 개발 전략은 제품 출시와 제품 확장입니다.

기술 전망

기술에 따라 시장은 증강현실(AR), 가상현실(VR), 혼합현실(MR), 360도 비디오 등으로 나뉘며, 2023년 증강현실(AR) 부문은 시장에서 42%의 매출 점유율을 차지했으며, AR 기술은 실제 환경에 디지털 정보를 겹쳐서 승객에게 인터랙티브한 시청 경험을 제공합니다. 승객에게 인터랙티브한 시청 경험을 제공합니다.

디바이스 유형 전망

디바이스 유형에 따라 시장은 헤드 마운트 디스플레이(HMD), 차량용 디스플레이, 웨어러블, 기타로 분류됩니다. 차량용 디스플레이 부문은 2023년 시장에서 35%의 매출 점유율을 기록했습니다. 차량용 디스플레이는 일반적으로 대시 보드 또는 뒷좌석에 차량 내부에 통합되어 승객이 엔터테인먼트 및 정보에 쉽게 액세스 할 수 있도록합니다.

차종 전망

차량 유형에 따라 시장은 상용차와 승용차로 분류됩니다. 상용차 부문은 2023년 시장에서 27%의 매출 점유율을 기록했습니다. 물류, 대중 교통 및 승차 공유 서비스에서 사업을 운영하는 기업은 직원과 고객의 여행 경험을 개선하기를 점점 더 원하고 있습니다.

제공 전망

제공에 따라 시장은 하드웨어, 소프트웨어, 서비스로 나뉘며, 2023년 하드웨어 부문은 시장에서 59%의 매출 점유율을 기록했습니다. 이러한 우위는 디스플레이, 오디오 시스템 및 연결 장치와 같은 하드웨어 구성요소가 고품질 엔터테인먼트 경험을 제공하는 데 중요한 역할을하기 때문입니다.

용도 전망

용도에 따라 시장은 인포테인먼트, 내비게이션 지원, 안전 및 운전 지원, 승객 엔터테인먼트 및 기타로 나뉩니다. 인포테인먼트 부문은 2023년 시장에서 39%의 매출 점유율을 차지할 것으로 예상됩니다. 이 부문의 우위는 오디오, 비디오 및 정보 서비스를 결합한 통합 엔터테인먼트 솔루션에 대한 소비자 수요 증가에 기인합니다. 인포테인먼트 시스템에는 일반적으로 음악 스트리밍, 팟캐스트 액세스, 스마트폰 통합과 같은 기능이 포함되어 있어 사용자가 이동 중에도 풍부한 컨텐츠를 즐길 수 있습니다.

유통 채널 전망

시장의 유통 채널은 OEM과 애프터마켓으로 나뉩니다. 애프터마켓 부문은 2023년 시장에서 33%의 매출 점유율을 차지했습니다. 애프터마켓 솔루션을 통해 소비자는 향상된 엔터테인먼트 기능으로 차량을 업그레이드할 수 있습니다.

지역 전망

지역별로 시장은 북미, 유럽, 아시아태평양, 라틴아메리카, 중동 및 아프리카로 분석되었습니다. 아시아태평양은 2023년 29%의 매출 점유율을 기록했습니다. 중국과 인도와 같은 국가에서는 급속한 경제 성장, 가처분 소득 증가, 중산층 증가로 인해 몰입형 엔터테인먼트 시스템을 포함한 첨단 차량 기술에 대한 수요가 증가하고 있습니다.

시장 경쟁 및 특성

증강현실(AR), 가상현실(VR), 인공지능(AI)의 발전에 힘입어 몰입형 차량용 엔터테인먼트 시장은 경쟁이 치열해지고 있습니다. 주요 업체들은 서라운드 사운드, 헤드업 디스플레이, 개인화된 컨텐츠 등의 기능을 갖춘 매끄럽고 인터랙티브한 경험을 제공하는 데 주력하고 있습니다. 기술 기업 및 자동차 제조사와의 제휴를 통해 통합을 강화하고, 5G 연결에 중점을 두어 스트리밍 기능을 강화하고 있습니다. 시장 경쟁은 차별화된 경험, 안전성 향상, 운전자의 주의 산만함을 최소화하고 고급스러움과 혁신적인 차량용 엔터테인먼트 솔루션에 대한 소비자의 수요 증가를 충족시키기 위한 노력을 중심으로 전개되고 있습니다.

목차

제1장 시장 범위와 조사 방법

  • 시장 정의
  • 목적
  • 시장 범위
  • 세분화
  • 조사 방법

제2장 시장 요람

  • 주요 하이라이트

제3장 시장 개요

  • 소개
    • 개요
      • 시장 구성과 시나리오
  • 시장에 영향을 미치는 주요 요인
    • 시장 성장 촉진요인
    • 시장 성장 억제요인
    • 시장 기회
    • 시장 과제

제4장 경쟁 분석 - 세계

  • KBV Cardinal Matrix
  • 최근 업계 전체의 전략적 전개
    • 파트너십, 협업 및 계약
    • 제품 발매와 제품 확대
  • 시장 점유율 분석 2023
  • 주요 성공 전략
    • 주요 전략
    • 주요 전략적 활동
  • Porter's Five Forces 분석

제5장 세계 시장 : 차종별

  • 세계의 승용차 시장 : 지역별
  • 세계의 상용차 시장 : 지역별

제6장 세계 시장 : 제공별

  • 세계의 하드웨어 시장 : 지역별
  • 세계의 소프트웨어 시장 : 지역별
  • 세계의 서비스 시장 : 지역별

제7장 세계 시장 : 디바이스 유형별

  • 세계의 헤드 마운트 디스플레이(HMD) 시장 : 지역별
  • 세계의 차량내 디스플레이 시장 : 지역별
  • 세계의 웨어러블 시장 : 지역별
  • 세계의 기타 디바이스 유형 시장 : 지역별

제8장 세계 시장 : 용도별

  • 세계의 인포테인먼트 시장 : 지역별
  • 세계의 내비게이션 지원 시장 : 지역별
  • 세계의 안전·운전 지원 시장 : 지역별
  • 세계의 여객 엔터테인먼트 및 기타 시장 : 지역별

제9장 세계 시장 : 기술별

  • 세계의 증강현실(AR) 시장 : 지역별
  • 세계의 가상현실(VR) 시장 : 지역별
  • 세계의 혼합현실(MR) 시장 : 지역별
  • 세계의 360도 비디오 시장 : 지역별
  • 세계의 기타 기술 시장 : 지역별

제10장 세계 시장 : 유통 채널별

  • 세계 OEM 시장 : 지역별
  • 세계의 애프터마켓 시장 : 지역별

제11장 세계 시장 : 지역별

  • 북미
    • 북미의 시장 : 국가별
      • 미국
      • 캐나다
      • 멕시코
      • 기타 북미
  • 유럽
    • 유럽의 시장 : 국가별
      • 독일
      • 영국
      • 프랑스
      • 러시아
      • 스페인
      • 이탈리아
      • 기타 유럽
  • 아시아태평양
    • 아시아태평양의 시장 : 국가별
      • 중국
      • 일본
      • 인도
      • 한국
      • 싱가포르
      • 말레이시아
      • 기타 아시아태평양
  • 라틴아메리카, 중동 및 아프리카
    • 라틴아메리카, 중동 및 아프리카 시장 : 국가별
      • 브라질
      • 아르헨티나
      • 아랍에미리트
      • 사우디아라비아
      • 남아프리카공화국
      • 나이지리아
      • 기타 라틴아메리카, 중동 및 아프리카

제12장 기업 개요

  • 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

제13장 몰입형 차량내 엔터테인먼트 시장의 성공 필수 조건

ksm 24.11.15

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.

Based on the Analysis presented in the KBV 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 propelling the growth of the market.

Market Restraining Factors

The design and development of advanced in-vehicle entertainment systems require substantial research, technology, and engineering investment. These systems often involve complex hardware and software integration, including high-definition displays, surround sound systems and connectivity features. Thus, the high initial costs of advanced in-vehicle entertainment systems are impeding 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.

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.

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.

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 the 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

Global Immersive In-Vehicle Entertainment 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

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