US: 1.646.568.9797 (24x5)
UK: 44.330.808.0580 (24x5)
Worldwide: 91.703.051.960 (24x7)
In-car entertainment (ICE), or in-vehicle infotainment (IVI), is a collection of hardware and software in automobiles that provides audio or video entertainment. In car entertainment originated with car audio systems that consisted of radios and cassette or CD players, and now includes automotive navigation systems, video players, USB and Bluetooth connectivity, Carputers, in-car internet, and WiFi. Once controlled by simple dashboards knobs and dials, ICE systems can include steering wheel audio controls and handsfree voice control. Asia Pacific region have becoming a more and more important market of automotive industry, with more than half of the global automotive production. With the development of electronic technology, car infotainment system is also more and more popular. China is the largest consumption market in APAC with nearly half market share. Followed China, Japan and Korea are also important market as the mature automotive industry. In addition, Southeast Asia and India are small market as a depressed car industry. The global In-Car Entertainment market is valued at xx million US$ in 2018 is expected to reach xx million US$ by the end of 2025, growing at a CAGR of xx% during 2019-2025. This report focuses on In-Car Entertainment volume and value at global level, regional level and company level. From a global perspective, this report represents overall In-Car Entertainment market size by analyzing historical data and future prospect. Regionally, this report focuses on several key regions: North America, Europe, China and Japan. At company level, this report focuses on the production capacity, ex-factory price, revenue and market share for each manufacturer covered in this report. The following manufacturers are covered: Panasonic Fujitsu-Ten Pioneer Denso Aisin Clarion Desay SV Kenwood Harman ADAYO Alpine Visteon Continental Bosch Hangsheng Coagent Mitsubishi Electronics (Melco) Delphi Kaiyue Group Soling Sony Skypine Roadrover FlyAudio Segment by Regions North America Europe China Japan Segment by Type QNX System WinCE System Linux System Other Segment by Application OEM Aftermarket
Table of Contents Executive Summary 1 In-Car Entertainment Market Overview 1.1 Product Overview and Scope of In-Car Entertainment 1.2 In-Car Entertainment Segment by Type 1.2.1 Global In-Car Entertainment Production Growth Rate Comparison by Type (2014-2025) 1.2.2 QNX System 1.2.3 WinCE System 1.2.4 Linux System 1.2.5 Other 1.3 In-Car Entertainment Segment by Application 1.3.1 In-Car Entertainment Consumption Comparison by Application (2014-2025) 1.3.2 OEM 1.3.3 Aftermarket 1.4 Global In-Car Entertainment Market by Region 1.4.1 Global In-Car Entertainment Market Size Region 1.4.2 North America Status and Prospect (2014-2025) 1.4.3 Europe Status and Prospect (2014-2025) 1.4.4 China Status and Prospect (2014-2025) 1.4.5 Japan Status and Prospect (2014-2025) 1.5 Global In-Car Entertainment Market Size 1.5.1 Global In-Car Entertainment Revenue (2014-2025) 1.5.2 Global In-Car Entertainment Production (2014-2025) 2 Global In-Car Entertainment Market Competition by Manufacturers 2.1 Global In-Car Entertainment Production Market Share by Manufacturers (2014-2019) 2.2 Global In-Car Entertainment Revenue Share by Manufacturers (2014-2019) 2.3 Global In-Car Entertainment Average Price by Manufacturers (2014-2019) 2.4 Manufacturers In-Car Entertainment Production Sites, Area Served, Product Types 2.5 In-Car Entertainment Market Competitive Situation and Trends 2.5.1 In-Car Entertainment Market Concentration Rate 2.5.2 In-Car Entertainment Market Share of Top 3 and Top 5 Manufacturers 2.5.3 Mergers & Acquisitions, Expansion 3 Global In-Car Entertainment Production Market Share by Regions 3.1 Global In-Car Entertainment Production Market Share by Regions 3.2 Global In-Car Entertainment Revenue Market Share by Regions (2014-2019) 3.3 Global In-Car Entertainment Production, Revenue, Price and Gross Margin (2014-2019) 3.4 North America In-Car Entertainment Production 3.4.1 North America In-Car Entertainment Production Growth Rate (2014-2019) 3.4.2 North America In-Car Entertainment Production, Revenue, Price and Gross Margin (2014-2019) 3.5 Europe In-Car Entertainment Production ... | read more...