Report Content
Chapter 1 Methodology & Scope
1.1 Research design
1.1.1 Research approach
1.1.2 Data collection methods
1.2 Base estimates and calculations
1.2.1 Base year calculation
1.2.2 Key trends for market estimates
1.3 Forecast model
1.4 Primary research & validation
1.4.1 Primary sources
1.4.2 Data mining sources
1.5 Market definitions
Chapter 2 Executive Summary
2.1 Industry 3600 synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Supplier landscape
3.2.1 Technology providers
3.2.2 Game developers
3.2.3 Automotive manufacturers
3.2.4 Content distributors
3.2.5 Telecommunication companies
3.3 Profit margin analysis
3.4 Technology & innovation landscape
3.5 Patent analysis
3.6 Key news & initiatives
3.7 Regulatory landscape
3.8 Impact forces
3.8.1 Growth drivers
3.8.1.1 Increased 5G connectivity and high-speed internet
3.8.1.2 Rising interest in in-car entertainment
3.8.1.3 Technological advancements in automotive technology
3.8.1.4 Increasing automotive and tech company collaborations
3.8.2 Industry pitfalls & challenges
3.8.2.1 High costs of development and integration
3.8.2.2 Regulatory and compliance issues
3.9 Growth potential analysis
3.10 Porter’s analysis
3.11 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share analysis
4.3 Competitive positioning matrix
4.4 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Gaming Platform, 2021 - 2032 ($Bn)
5.1 Key trends
5.2 Embedded
5.3 Mobile-based
5.4 Console-based
Chapter 6 Market Estimates & Forecast, By Product, 2021 - 2032 ($Bn)
6.1 Key trends
6.2 Hardware
6.2.1 Built-in gaming consoles
6.2.2 Seat-back screens
6.2.3 AR/VR systems
6.2.4 Other
6.3 Software
6.3.1 Game applications
6.3.2 Cloud gaming platforms
6.3.3 Online multiplayer games
Chapter 7 Market Estimates & Forecast, By Vehicle, 2021 - 2032 ($Bn)
7.1 Key trends
7.2 Passenger cars
7.2.1 Embedded
7.2.2 Mobile-based
7.2.3 Console-based
7.3 Commercial vehicles
7.3.1 Embedded
7.3.2 Mobile-based
7.3.3 Console-based
Chapter 8 Market Estimates & Forecast, By Region, 2021 - 2032 ($Bn)
8.1 Key trends
8.2 North America
8.2.1 U.S.
8.2.2 Canada
8.3 Europe
8.3.1 UK
8.3.2 Germany
8.3.3 France
8.3.4 Spain
8.3.5 Italy
8.3.6 Russia
8.3.7 Nordics
8.3.8 Rest of Europe
8.4 Asia Pacific
8.4.1 China
8.4.2 India
8.4.3 Japan
8.4.4 South Korea
8.4.5 ANZ
8.4.6 Southeast Asia
8.4.7 Rest of Asia Pacific
8.5 Latin America
8.5.1 Brazil
8.5.2 Mexico
8.5.3 Argentina
8.5.4 Rest of Latin America
8.6 MEA
8.6.1 UAE
8.6.2 South Africa
8.6.3 Saudi Arabia
8.6.4 Rest of MEA
Chapter 9 Company Profiles
9.1 Activision Blizzard, Inc.
9.2 Audi AG
9.3 BMW AG
9.4 Electronic Arts Inc.
9.5 Epic Games, Inc.
9.6 Ford Motor Company
9.7 General Motors
9.8 Harman International Industries, Inc.
9.9 Honda Motor Co., Ltd.
9.10 Mercedes-Benz Group AG
9.11 Microsoft Corporation (Xbox)
9.12 Nintendo Co., Ltd.
9.13 Nissan Motor Co., Ltd.
9.14 Sony Interactive Entertainment LLC
9.15 Tesla, Inc.
9.16 Toyota Motor Corporation
9.17 Ubisoft Entertainment SA
9.18 Unity Technologies
9.19 Volkswagen AG
9.20 Zynga Inc.