In-car entertainment (ICE) Market, Global Outlook and Forecast 2023-2029

Report ID
44009
Publisher
Market Monitor Global
Published Date
22-Dec
Delivery Format
PDF
No of Report Page
129
Editor's Rating
US $3,250.00
US $4,225.00
US $4,875.00
  • Report Details
    This research report provides a comprehensive analysis of the In-car entertainment (ICE) market, focusing on the current trends, market dynamics, and future prospects. The report explores the global In-car entertainment (ICE) market, including major regions such as North America, Europe, Asia-Pacific, and emerging markets. It also examines key factors driving the growth of In-car entertainment (ICE), challenges faced by the industry, and potential opportunities for market players.
    
    The global In-car entertainment (ICE) market has witnessed rapid growth in recent years, driven by increasing environmental concerns, government incentives, and advancements in technology. The In-car entertainment (ICE) market presents opportunities for various stakeholders, including Passenger Car, Commercial Vehicle. Collaboration between the private sector and governments can accelerate the development of supportive policies, research and development efforts, and investment in In-car entertainment (ICE) market. Additionally, the growing consumer demand present avenues for market expansion.
    
    The global In-car entertainment (ICE) market was valued at US$ 22410 million in 2022 and is projected to reach US$ 30210 million by 2029, at a CAGR of 4.2% during the forecast period.
    
    Automotive is a key driver of this industry. According to data from the World Automobile Organization (OICA), global automobile production and sales in 2017 reached their peak in the past 10 years, at 97.3 million and 95.89 million respectively. In 2018, the global economic expansion ended, and the global auto market declined as a whole.
    
    In 2022, there will wear units 81.6 million vehicles in the world. At present, more than 90% of the world's automobiles are concentrated in the three continents of Asia, Europe and North America, of which Asia automobile production accounts for 56% of the world, Europe accounts for 20%, and North America accounts for 16%. The world major automobile producing countries include China, the United States, Japan, South Korea, Germany, India, Mexico, and Others countries; among them, China is the largest automobile producing country in the world, accounting for about 32%. Japan is the world's largest car exporter, exporting more than 3.5 million vehicles in 2022.
    
    Key Features:
    The research report on the In-car entertainment (ICE) market includes several key features to provide comprehensive insights and facilitate decision-making for stakeholders.
    
    Executive Summary: The report provides overview of the key findings, market trends, and major insights of the In-car entertainment (ICE) market.
    
    Market Overview: The report provides a comprehensive overview of the In-car entertainment (ICE) market, including its definition, historical development, and current market size. It covers market segmentation by Type (e.g., Entertainment, Telematics), region, and application, highlighting the key drivers, challenges, and opportunities within each segment.
    
    Market Dynamics: The report analyses the market dynamics driving the growth and development of the In-car entertainment (ICE) market. The report includes an assessment of government policies and regulations, technological advancements, consumer trends and preferences, infrastructure development, and industry collaborations. This analysis helps stakeholders understand the factors influencing the In-car entertainment (ICE) market's trajectory.
    
    Competitive Landscape: The report provides an in-depth analysis of the competitive landscape within the In-car entertainment (ICE) market. It includes profiles of major market players, their market share, strategies, product portfolios, and recent developments.
    
    Market Segmentation and Forecast: The report segment the In-car entertainment (ICE) market based on various parameters, such as by Type, region, and by Application. It provides market size and growth forecasts for each segment, supported by quantitative data and analysis. This helps stakeholders identify growth opportunities and make informed investment decisions.
    
    Technological Trends: The report should highlight the key technological trends shaping the In-car entertainment (ICE) market, such as advancements in Type One technology and emerging substitutes. It analyses the impact of these trends on market growth, adoption rates, and consumer preferences.
    
    Market Challenges and Opportunities: The report identify and analyses the major challenges faced by the In-car entertainment (ICE) market, such as technical bottleneck, cost limitations, and high entry barrier. It also highlights the opportunities for market growth, such as government incentives, emerging markets, and collaborations between stakeholders.
    
    Regulatory and Policy Analysis: The report should assess the regulatory and policy landscape for In-car entertainment (ICE), including government incentives, emission standards, and infrastructure development plans. It should analyse the impact of these policies on market growth and provide insights into future regulatory developments.
    
    Recommendations and Conclusion: The report conclude with actionable recommendations for stakeholders, such as Application One Consumer, policymakers, investors, and infrastructure providers. These recommendations should be based on the research findings and address key challenges and opportunities within the In-car entertainment (ICE) market.
    
    Supporting Data and Appendices: The report include supporting data, charts, and graphs to substantiate the analysis and findings. It also includes appendices with additional detailed information, such as data sources, survey questionnaires, and detailed market forecasts.
    
    Market Segmentation
    In-car entertainment (ICE) market is split by Type and by Application. For the period 2018-2029, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of value.
    
    Market segment by Type
    
    • Entertainment
    • Telematics
    • Software
    Market segment by Application
    • Passenger Car
    • Commercial Vehicle
    By Region Global In-car entertainment (ICE) Market Segment Percentages, By Region and Country, 2022 (%) North America
    • US
    • Canada
    • Mexico
    Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Russia
    • Nordic Countries
    • Benelux
    • Rest of Europe
    Asia
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Rest of Asia
    South America
    • Brazil
    • Argentina
    • Rest of South America
    Middle East & Africa
    • Turkey
    • Israel
    • Saudi Arabia
    • UAE
    • Rest of Middle East & Africa
    Major players covered
    • HARMAN
    • Panasonic
    • Bosch
    • Denso Corporation
    • Alpine
    • Continental
    • Visteon
    • Hyundai Mobis
    • LG
    • Pioneer
    • Marelli
    • Joyson
    • Desay SV
    • Clarion
    • Dhautoware
    • Motrex Co
    Outline of Major Chapters: Chapter 1: Introduces the definition of In-car entertainment (ICE), market overview. Chapter 2: Global In-car entertainment (ICE) market size in revenue. Chapter 3: Detailed analysis of In-car entertainment (ICE) company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc. Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments. Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets. Chapter 6: Sales of In-car entertainment (ICE) in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world. Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc. Chapter 8: The main points and conclusions of the report.
  • Table Of Content
    1 Introduction to Research & Analysis Reports
    1.1 In-car entertainment (ICE) Market Definition
    1.2 Market Segments
    1.2.1 Market by Type
    1.2.2 Market by Application
    1.3 Global In-car entertainment (ICE) Market Overview
    1.4 Features & Benefits of This Report
    1.5 Methodology & Sources of Information
    1.5.1 Research Methodology
    1.5.2 Research Process
    1.5.3 Base Year
    1.5.4 Report Assumptions & Caveats
    2 Global In-car entertainment (ICE) Overall Market Size
    2.1 Global In-car entertainment (ICE) Market Size: 2022 VS 2029
    2.2 Global In-car entertainment (ICE) Market Size, Prospects & Forecasts: 2018-2029
    2.3 Key Market Trends, Opportunity, Drivers and Restraints
    2.3.1 Market Opportunities & Trends
    2.3.2 Market Drivers
    2.3.3 Market Restraints
    3 Company Landscape
    3.1 Top In-car entertainment (ICE) Players in Global Market
    3.2 Top Global In-car entertainment (ICE) Companies Ranked by Revenue
    3.3 Global In-car entertainment (ICE) Revenue by Companies
    3.4 Top 3 and Top 5 In-car entertainment (ICE) Companies in Global Market, by Revenue in 2022
    3.5 Global Companies In-car entertainment (ICE) Product Type
    3.6 Tier 1, Tier 2 and Tier 3 In-car entertainment (ICE) Players in Global Market
    3.6.1 List of Global Tier 1 In-car entertainment (ICE) Companies
    3.6.2 List of Global Tier 2 and Tier 3 In-car entertainment (ICE) Companies
    4 Market Sights by Product
    4.1 Overview
    4.1.1 By Type - Global In-car entertainment (ICE) Market Size Markets, 2022 & 2029
    4.1.2 Entertainment
    4.1.3 Telematics
    4.1.4 Software
    4.2 By Type - Global In-car entertainment (ICE) Revenue & Forecasts
    4.2.1 By Type - Global In-car entertainment (ICE) Revenue, 2018-2023
    4.2.2 By Type - Global In-car entertainment (ICE) Revenue, 2024-2029
    4.2.3 By Type - Global In-car entertainment (ICE) Revenue Market Share, 2018-2029
    5 Sights by Application
    5.1 Overview
    5.1.1 By Application - Global In-car entertainment (ICE) Market Size, 2022 & 2029
    5.1.2 Passenger Car
    5.1.3 Commercial Vehicle
    5.2 By Application - Global In-car entertainment (ICE) Revenue & Forecasts
    5.2.1 By Application - Global In-car entertainment (ICE) Revenue, 2018-2023
    5.2.2 By Application - Global In-car entertainment (ICE) Revenue, 2024-2029
    5.2.3 By Application - Global In-car entertainment (ICE) Revenue Market Share, 2018-2029
    6 Sights by Region
    6.1 By Region - Global In-car entertainment (ICE) Market Size, 2022 & 2029
    6.2 By Region - Global In-car entertainment (ICE) Revenue & Forecasts
    6.2.1 By Region - Global In-car entertainment (ICE) Revenue, 2018-2023
    6.2.2 By Region - Global In-car entertainment (ICE) Revenue, 2024-2029
    6.2.3 By Region - Global In-car entertainment (ICE) Revenue Market Share, 2018-2029
    6.3 North America
    6.3.1 By Country - North America In-car entertainment (ICE) Revenue, 2018-2029
    6.3.2 US In-car entertainment (ICE) Market Size, 2018-2029
    6.3.3 Canada In-car entertainment (ICE) Market Size, 2018-2029
    6.3.4 Mexico In-car entertainment (ICE) Market Size, 2018-2029
    6.4 Europe
    6.4.1 By Country - Europe In-car entertainment (ICE) Revenue, 2018-2029
    6.4.2 Germany In-car entertainment (ICE) Market Size, 2018-2029
    6.4.3 France In-car entertainment (ICE) Market Size, 2018-2029
    6.4.4 U.K. In-car entertainment (ICE) Market Size, 2018-2029
    6.4.5 Italy In-car entertainment (ICE) Market Size, 2018-2029
    6.4.6 Russia In-car entertainment (ICE) Market Size, 2018-2029
    6.4.7 Nordic Countries In-car entertainment (ICE) Market Size, 2018-2029
    6.4.8 Benelux In-car entertainment (ICE) Market Size, 2018-2029
    6.5 Asia
    6.5.1 By Region - Asia In-car entertainment (ICE) Revenue, 2018-2029
    6.5.2 China In-car entertainment (ICE) Market Size, 2018-2029
    6.5.3 Japan In-car entertainment (ICE) Market Size, 2018-2029
    6.5.4 South Korea In-car entertainment (ICE) Market Size, 2018-2029
    6.5.5 Southeast Asia In-car entertainment (ICE) Market Size, 2018-2029
    6.5.6 India In-car entertainment (ICE) Market Size, 2018-2029
    6.6 South America
    6.6.1 By Country - South America In-car entertainment (ICE) Revenue, 2018-2029
    6.6.2 Brazil In-car entertainment (ICE) Market Size, 2018-2029
    6.6.3 Argentina In-car entertainment (ICE) Market Size, 2018-2029
    6.7 Middle East & Africa
    6.7.1 By Country - Middle East & Africa In-car entertainment (ICE) Revenue, 2018-2029
    6.7.2 Turkey In-car entertainment (ICE) Market Size, 2018-2029
    6.7.3 Israel In-car entertainment (ICE) Market Size, 2018-2029
    6.7.4 Saudi Arabia In-car entertainment (ICE) Market Size, 2018-2029
    6.7.5 UAE In-car entertainment (ICE) Market Size, 2018-2029
    7 In-car entertainment (ICE) Companies Profiles
    7.1 HARMAN
    7.1.1 HARMAN Company Summary
    7.1.2 HARMAN Business Overview
    7.1.3 HARMAN In-car entertainment (ICE) Major Product Offerings
    7.1.4 HARMAN In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.1.5 HARMAN Key News & Latest Developments
    7.2 Panasonic
    7.2.1 Panasonic Company Summary
    7.2.2 Panasonic Business Overview
    7.2.3 Panasonic In-car entertainment (ICE) Major Product Offerings
    7.2.4 Panasonic In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.2.5 Panasonic Key News & Latest Developments
    7.3 Bosch
    7.3.1 Bosch Company Summary
    7.3.2 Bosch Business Overview
    7.3.3 Bosch In-car entertainment (ICE) Major Product Offerings
    7.3.4 Bosch In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.3.5 Bosch Key News & Latest Developments
    7.4 Denso Corporation
    7.4.1 Denso Corporation Company Summary
    7.4.2 Denso Corporation Business Overview
    7.4.3 Denso Corporation In-car entertainment (ICE) Major Product Offerings
    7.4.4 Denso Corporation In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.4.5 Denso Corporation Key News & Latest Developments
    7.5 Alpine
    7.5.1 Alpine Company Summary
    7.5.2 Alpine Business Overview
    7.5.3 Alpine In-car entertainment (ICE) Major Product Offerings
    7.5.4 Alpine In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.5.5 Alpine Key News & Latest Developments
    7.6 Continental
    7.6.1 Continental Company Summary
    7.6.2 Continental Business Overview
    7.6.3 Continental In-car entertainment (ICE) Major Product Offerings
    7.6.4 Continental In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.6.5 Continental Key News & Latest Developments
    7.7 Visteon
    7.7.1 Visteon Company Summary
    7.7.2 Visteon Business Overview
    7.7.3 Visteon In-car entertainment (ICE) Major Product Offerings
    7.7.4 Visteon In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.7.5 Visteon Key News & Latest Developments
    7.8 Hyundai Mobis
    7.8.1 Hyundai Mobis Company Summary
    7.8.2 Hyundai Mobis Business Overview
    7.8.3 Hyundai Mobis In-car entertainment (ICE) Major Product Offerings
    7.8.4 Hyundai Mobis In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.8.5 Hyundai Mobis Key News & Latest Developments
    7.9 LG
    7.9.1 LG Company Summary
    7.9.2 LG Business Overview
    7.9.3 LG In-car entertainment (ICE) Major Product Offerings
    7.9.4 LG In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.9.5 LG Key News & Latest Developments
    7.10 Pioneer
    7.10.1 Pioneer Company Summary
    7.10.2 Pioneer Business Overview
    7.10.3 Pioneer In-car entertainment (ICE) Major Product Offerings
    7.10.4 Pioneer In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.10.5 Pioneer Key News & Latest Developments
    7.11 Marelli
    7.11.1 Marelli Company Summary
    7.11.2 Marelli Business Overview
    7.11.3 Marelli In-car entertainment (ICE) Major Product Offerings
    7.11.4 Marelli In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.11.5 Marelli Key News & Latest Developments
    7.12 Joyson
    7.12.1 Joyson Company Summary
    7.12.2 Joyson Business Overview
    7.12.3 Joyson In-car entertainment (ICE) Major Product Offerings
    7.12.4 Joyson In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.12.5 Joyson Key News & Latest Developments
    7.13 Desay SV
    7.13.1 Desay SV Company Summary
    7.13.2 Desay SV Business Overview
    7.13.3 Desay SV In-car entertainment (ICE) Major Product Offerings
    7.13.4 Desay SV In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.13.5 Desay SV Key News & Latest Developments
    7.14 Clarion
    7.14.1 Clarion Company Summary
    7.14.2 Clarion Business Overview
    7.14.3 Clarion In-car entertainment (ICE) Major Product Offerings
    7.14.4 Clarion In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.14.5 Clarion Key News & Latest Developments
    7.15 Dhautoware
    7.15.1 Dhautoware Company Summary
    7.15.2 Dhautoware Business Overview
    7.15.3 Dhautoware In-car entertainment (ICE) Major Product Offerings
    7.15.4 Dhautoware In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.15.5 Dhautoware Key News & Latest Developments
    7.16 Motrex Co
    7.16.1 Motrex Co Company Summary
    7.16.2 Motrex Co Business Overview
    7.16.3 Motrex Co In-car entertainment (ICE) Major Product Offerings
    7.16.4 Motrex Co In-car entertainment (ICE) Revenue in Global Market (2018-2023)
    7.16.5 Motrex Co Key News & Latest Developments
    8 Conclusion
    9 Appendix
    9.1 Note
    9.2 Examples of Clients
    9.3 Disclaimer
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