Europe 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
Description
Europe 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
The Europe Immersive In-Vehicle Entertainment Market would witness market growth of 26.9% CAGR during the forecast period (2024-2031).
The Germany market dominated the Europe Immersive In-Vehicle Entertainment Market by Country in 2023, and would continue to be a dominant market till 2031; thereby, achieving a market value of $803.1 million by 2031. The UK market is exhibiting a CAGR of 25.8% during (2024 - 2031). Additionally, The France market would experience a CAGR of 27.9% during (2024 - 2031).
The rise of electric and autonomous vehicles has also played a crucial role in this adoption. As vehicles become more automated, the traditional role of the driver is changing. Passengers are now looking for ways to occupy their time during journeys, making in-vehicle entertainment a priority for manufacturers. The increasing prevalence of connected vehicles equipped with high-speed internet and advanced infotainment systems has further facilitated the adoption of these technologies.
Moreover, the COVID-19 pandemic has accelerated the demand for in-vehicle entertainment solutions. With more individuals relying on personal vehicles for transportation due to health concerns, the focus on creating enjoyable and engaging travel experiences has intensified. Consumers are increasingly investing in vehicles with advanced entertainment features, further driving market growth.
The immersive in-vehicle entertainment market in Germany is experiencing significant growth, driven by the country’s status as an automotive powerhouse. In 2021, German automobile manufacturers produced over 15.6 million vehicles, creating a vast and diverse platform for integrating advanced entertainment systems. As automakers increasingly focus on enhancing the in-vehicle experience, the demand for innovative infotainment solutions has surged. Technologies such as augmented reality (AR) and virtual reality (VR) are becoming essential, offering passengers interactive and immersive experiences during their journeys. This shift enhances passenger satisfaction and positions German automakers at the forefront of a rapidly evolving entertainment landscape.
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. Based on Technology, the market is segmented into Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), 360-Degree Video, and Other Technology. Based on Distribution Channel, the market is segmented into OEM and Aftermarket. Based on countries, the market is segmented into Germany, UK, France, Russia, Spain, Italy, and Rest of Europe.
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
By Vehicle Type
- Passenger Vehicles
- Commercial Vehicles
- Hardware
- Software
- Services
- Head-Mounted Displays (HMDs)
- In-Car Displays
- Wearables
- Other Device Type
- Infotainment
- Navigation Assistance
- Safety & Driver Assistance
- Passenger Entertainment & Others
- Augmented Reality (AR)
- Virtual Reality (VR)
- Mixed Reality (MR)
- 360-Degree Video
- Other Technology
- OEM
- Aftermarket
- Germany
- UK
- France
- Russia
- Spain
- Italy
- Rest of Europe
Table of Contents
192 Pages
- Chapter 1. Market Scope & Methodology
- 1.1 Market Definition
- 1.2 Objectives
- 1.3 Market Scope
- 1.4 Segmentation
- 1.4.1 Europe Immersive In-Vehicle Entertainment Market, by Vehicle Type
- 1.4.2 Europe Immersive In-Vehicle Entertainment Market, by Offering
- 1.4.3 Europe Immersive In-Vehicle Entertainment Market, by Device Type
- 1.4.4 Europe Immersive In-Vehicle Entertainment Market, by Application
- 1.4.5 Europe Immersive In-Vehicle Entertainment Market, by Technology
- 1.4.6 Europe Immersive In-Vehicle Entertainment Market, by Distribution Channel
- 1.4.7 Europe 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. Europe Immersive In-Vehicle Entertainment Market by Vehicle Type
- 5.1 Europe Passenger Vehicles Market by Country
- 5.2 Europe Commercial Vehicles Market by Country
- Chapter 6. Europe Immersive In-Vehicle Entertainment Market by Offering
- 6.1 Europe Hardware Market by Country
- 6.2 Europe Software Market by Country
- 6.3 Europe Services Market by Country
- Chapter 7. Europe Immersive In-Vehicle Entertainment Market by Device Type
- 7.1 Europe Head-Mounted Displays (HMDs) Market by Country
- 7.2 Europe In-Car Displays Market by Country
- 7.3 Europe Wearables Market by Country
- 7.4 Europe Other Device Type Market by Country
- Chapter 8. Europe Immersive In-Vehicle Entertainment Market by Application
- 8.1 Europe Infotainment Market by Country
- 8.2 Europe Navigation Assistance Market by Country
- 8.3 Europe Safety & Driver Assistance Market by Country
- 8.4 Europe Passenger Entertainment & Others Market by Country
- Chapter 9. Europe Immersive In-Vehicle Entertainment Market by Technology
- 9.1 Europe Augmented Reality (AR) Market by Country
- 9.2 Europe Virtual Reality (VR) Market by Country
- 9.3 Europe Mixed Reality (MR) Market by Country
- 9.4 Europe 360-Degree Video Market by Country
- 9.5 Europe Other Technology Market by Country
- Chapter 10. Europe Immersive In-Vehicle Entertainment Market by Distribution Channel
- 10.1 Europe OEM Market by Country
- 10.2 Europe Aftermarket Market by Country
- Chapter 11. Europe Immersive In-Vehicle Entertainment Market by Country
- 11.1 Germany Immersive In-Vehicle Entertainment Market
- 11.1.1 Germany Immersive In-Vehicle Entertainment Market by Vehicle Type
- 11.1.2 Germany Immersive In-Vehicle Entertainment Market by Offering
- 11.1.3 Germany Immersive In-Vehicle Entertainment Market by Device Type
- 11.1.4 Germany Immersive In-Vehicle Entertainment Market by Application
- 11.1.5 Germany Immersive In-Vehicle Entertainment Market by Technology
- 11.1.6 Germany Immersive In-Vehicle Entertainment Market by Distribution Channel
- 11.2 UK Immersive In-Vehicle Entertainment Market
- 11.2.1 UK Immersive In-Vehicle Entertainment Market by Vehicle Type
- 11.2.2 UK Immersive In-Vehicle Entertainment Market by Offering
- 11.2.3 UK Immersive In-Vehicle Entertainment Market by Device Type
- 11.2.4 UK Immersive In-Vehicle Entertainment Market by Application
- 11.2.5 UK Immersive In-Vehicle Entertainment Market by Technology
- 11.2.6 UK Immersive In-Vehicle Entertainment Market by Distribution Channel
- 11.3 France Immersive In-Vehicle Entertainment Market
- 11.3.1 France Immersive In-Vehicle Entertainment Market by Vehicle Type
- 11.3.2 France Immersive In-Vehicle Entertainment Market by Offering
- 11.3.3 France Immersive In-Vehicle Entertainment Market by Device Type
- 11.3.4 France Immersive In-Vehicle Entertainment Market by Application
- 11.3.5 France Immersive In-Vehicle Entertainment Market by Technology
- 11.3.6 France Immersive In-Vehicle Entertainment Market by Distribution Channel
- 11.4 Russia Immersive In-Vehicle Entertainment Market
- 11.4.1 Russia Immersive In-Vehicle Entertainment Market by Vehicle Type
- 11.4.2 Russia Immersive In-Vehicle Entertainment Market by Offering
- 11.4.3 Russia Immersive In-Vehicle Entertainment Market by Device Type
- 11.4.4 Russia Immersive In-Vehicle Entertainment Market by Application
- 11.4.5 Russia Immersive In-Vehicle Entertainment Market by Technology
- 11.4.6 Russia Immersive In-Vehicle Entertainment Market by Distribution Channel
- 11.5 Spain Immersive In-Vehicle Entertainment Market
- 11.5.1 Spain Immersive In-Vehicle Entertainment Market by Vehicle Type
- 11.5.2 Spain Immersive In-Vehicle Entertainment Market by Offering
- 11.5.3 Spain Immersive In-Vehicle Entertainment Market by Device Type
- 11.5.4 Spain Immersive In-Vehicle Entertainment Market by Application
- 11.5.5 Spain Immersive In-Vehicle Entertainment Market by Technology
- 11.5.6 Spain Immersive In-Vehicle Entertainment Market by Distribution Channel
- 11.6 Italy Immersive In-Vehicle Entertainment Market
- 11.6.1 Italy Immersive In-Vehicle Entertainment Market by Vehicle Type
- 11.6.2 Italy Immersive In-Vehicle Entertainment Market by Offering
- 11.6.3 Italy Immersive In-Vehicle Entertainment Market by Device Type
- 11.6.4 Italy Immersive In-Vehicle Entertainment Market by Application
- 11.6.5 Italy Immersive In-Vehicle Entertainment Market by Technology
- 11.6.6 Italy Immersive In-Vehicle Entertainment Market by Distribution Channel
- 11.7 Rest of Europe Immersive In-Vehicle Entertainment Market
- 11.7.1 Rest of Europe Immersive In-Vehicle Entertainment Market by Vehicle Type
- 11.7.2 Rest of Europe Immersive In-Vehicle Entertainment Market by Offering
- 11.7.3 Rest of Europe Immersive In-Vehicle Entertainment Market by Device Type
- 11.7.4 Rest of Europe Immersive In-Vehicle Entertainment Market by Application
- 11.7.5 Rest of Europe Immersive In-Vehicle Entertainment Market by Technology
- 11.7.6 Rest of Europe 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
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