Automobile · Business · technology · Utility · Vehical

In-Car Entertainment Market – Global Industry Insights, Size, Share, Trends, Outlook, and Opportunity Analysis, 2017–2022

The Global In-Car Entertainment Market Research Report provides detailed analysis of the key regional market status of the In-Car Entertainment Industry.

According to Stratistics MRC, the Global In-Car Entertainment market is accounted for $14.4 billion in 2016 and is expected to reach $33.8 billion by 2022 growing at a CAGR of 15.2% from 2016 to 2022. The growing awareness of new-age navigation systems, advancements in the technology, Increased use of Linux, consumers interaction with mobile devices, growing demand for telematics and built-in connectivity are boosting the market growth. However, high expenditure required for the research and development activities, stringent government regulations and privacy & security of data accesses through ICE System will restrain market growth. Many companies are focusing on acquisitions and mergers with the startups which will provide ample opportunity.

Audio players dominated the product segment followed by Video Display Screen owing to demand for portable and in-car consumer electronics. Aftermarket segment contributes largest market share due to penetration rate of mid-range and luxury cars. Asia-Pacific is anticipated to be the fastest growing market due to increasing penetration rate of passenger vehicles as well as Chinese in-car entertainment market remains huge with plenty of opportunities. North America followed by Europe will be the largest market. Germany and the U.K. are the leading markets for in-car entertainment in Europe.

Some of the key players in global In-Car Entertainment market are

Alpine Electronics, Luxoft Holding, Aisin Seiki, Clarion Co., Ltd., Continental AG, Delphi Automotive, Denso Corporation, Fujitsu-Ten, Garmin Ltd., Harman International, JVC Kenwood Holdings Inc., Panasonic Corp, Pioneer Corporation, Robert Bosch GmbH and Visteon Corporation.

Sample Copy @

Technologies Covered:
• Software
o Closed Platforms
o Open Source Software
• Human Machine Interface (HMI)
o Open Source Software
o Voice Recognition (Speech Recognition)
Channel Types Covered:
• Aftermarket
• Original Equipment Manufacturer (OEM)
Products Covered:
• Audio Players
• Navigation Unit
• Accessories
• Rear Seat Entertainments
• Speakers
• Video Display Screen
• Universal Serial Bus (USB)
• Other Products
Connectivity Covered:
• Wi-Fi
• Bluetooth
• Near Field Communications
• 4G
• 3G
• 2G
Services Covered:
• Radio Services
• Internet Services
• Navigation Services
Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o France
o Italy
o UK
o Spain
o Rest of Europe
• Asia Pacific
o Japan
o China
o India
o Australia
o New Zealand
o Rest of Asia Pacific
• Rest of the World
o Middle East
o Brazil
o Argentina
o South Africa
o Egypt

What our report offers:
– Market share assessments for the regional and country level segments
– Market share analysis of the top industry players
– Strategic recommendations for the new entrants
– Market forecasts for a minimum of 8 years of all the mentioned segments, sub segments and the regional markets
– Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
– Strategic recommendations in key business segments based on the market estimations
– Competitive landscaping mapping the key common trends
– Company profiling with detailed strategies, financials, and recent developments
– Supply chain trends mapping the latest technological advancements

Table Of Content

1 Executive Summary

2 Preface

2.1 Abstract
2.2 Stake Holders
2.3 Research Scope
2.4 Research Methodology
2.4.1 Data Mining
2.4.2 Data Analysis
2.4.3 Data Validation
2.4.4 Research Approach
2.5 Research Sources
2.5.1 Primary Research Sources
2.5.2 Secondary Research Sources
2.5.3 Assumptions

3 Market Trend Analysis

3.1 Introduction
3.2 Drivers
3.3 Restraints
3.4 Opportunities
3.5 Threats
3.6 Technology Analysis
3.7 Product Analysis
3.8 Emerging Markets
3.9 Futuristic Market Scenario

4 Porters Five Force Analysis

4.1 Bargaining power of suppliers
4.2 Bargaining power of buyers
4.3 Threat of substitutes
4.4 Threat of new entrants
4.5 Competitive rivalry

5 Global In-Car Entertainment Market, By Technology

5.1 Introduction
5.2 Software
5.2.1 Closed Platforms
5.2.2 Open Source Software
5.3 Human Machine Interface (HMI)
5.3.1 Open Source Software
5.3.2 Voice Recognition (Speech Recognition)

12 Company Profiling

12.1 Alpine Electronics 
12.2 Luxoft Holding
12.3 Aisin Seiki
12.4 Clarion Co., Ltd.
12.5 Continental AG
12.6 Delphi Automotive
12.7 Denso Corporation
12.8 Fujitsu-Ten
12.9 Garmin Ltd
12.10 Harman International
12.11 JVC Kenwood Holdings Inc.
12.12 Panasonic Corp
12.13 Pioneer Corporation
12.14 Robert Bosch GmbH
12.15 Visteon Corporation 



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