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In-Car Gaming Market Size - By Gaming Platform (Embedded, Mobile-based, Console-based), By Product (Hardware, Software), By Vehicle (Passenger Cars, Commercial Vehicles) & Forecast, 2024 – 2032

  • Report ID: GMI10574
  • Published Date: Aug 2024
  • Report Format: PDF

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.
 

Authors: Preeti Wadhwani, Aishwarya Ambekar

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 20
  • Tables & Figures: 259
  • Countries covered: 21
  • Pages: 252
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