Press release
In-car Entertainment Market Outlook 2025 | Market Trends, Expansion & Leading Companies
Market Size and GrowthIn-car Entertainment Market is expected to grow at a CAGR 9.2% during the forecast period (2024-2031).
In-car Entertainment Market report, published by DataM Intelligence has released its latest in-depth analysis on the global In-car Entertainment Market, delivering a detailed overview of regional growth patterns, market segmentation, CAGR, and financial performance among leading industry players. The report offers readers a clear snapshot of the current market value and volume, alongside an exploration of emerging opportunities and ongoing developments. By shining a spotlight on key market drivers and highlighting the evolving industry landscape, the report equips businesses and stakeholders with strategic insights to identify new growth avenues and navigate future market dynamics confidently.
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In-car Entertainment are high-accuracy variable resistors designed to measure and control electrical signals by adjusting resistance with exceptional precision. They convert rotary or linear motion into an electrical output, making them essential for applications requiring fine control, such as aerospace, medical devices, industrial automation, and instrumentation. Known for their reliability, stability, and long service life, In-car Entertainment play a critical role in ensuring accurate positioning, calibration, and signal adjustment in advanced electronic systems.
Key Players:
-> Alpine Electronics, Sony, Continental, Pana-sonic, LG Electronics, Harman International, Blaupunkt, Bose Corporation, Kenwood Corporation, and Clarion Co., Ltd.
Key Development:
United States: Recent In-Car Entertainment Developments
✅ In August 2025 Porsche introduced AirConsole gaming in its new Macan SUV, letting passengers use their smartphones as controllers for board-style and trivia games displayed on the dashboard; supports up to five players when parked only front passenger plays when the car is moving.
✅ In August 2025 Cineverse launched four streaming apps (Verse Karaoke, Cineverse, RetroCrush, Screambox) via Xperi's DTS AutoStage Video Service Powered by TiVo, available in all new BMW models in the U.S.; Verse Karaoke is already live, with others following soon.
✅ In August 2025 Tesla CEO Elon Musk revealed a forthcoming update enabling video game access while vehicles operate in Full Self-Driving (FSD) mode, targeting a launch within three to six months (pending regulatory approval), with games playable on Tesla's dashboard screens only when FSD is active.
✅ In May 2025 Apple rolled out CarPlay Ultra (formerly CarPlay 2) in the U.S., first available as standard in new Aston Martin vehicles and upgradeable for 2023 infotainment systems; integrates instrument cluster with infotainment, offering navigation, music, climate controls, and more across multiple screens.
Japan: Recent In-Car Entertainment Developments and Investments
✅ June 2025 EQT agreed to sell Japanese in-car sound and multimedia leader Pioneer Corporation to Taiwan's CarUX (a smart-cockpit innovator under Innolux) for USD 1.1 billion, aiming to leverage shared strengths for global expansion in automotive infotainment.
✅ January 2025 At CES 2025, Sony Honda Mobility unveiled the production version of its Afeela 1 EV, showcasing advanced infotainment built on Qualcomm Snapdragon SoC and Unreal Engine, with deliveries expected to begin in mid-2026 following pre-orders earlier in the year.
✅ January 2025 At CES 2025, Japanese automakers and suppliers including Hyundai Mobis, BMW, Honda, and Sony Honda Mobility showcased innovations like hyper-immersive panoramic displays, AI-powered voice assistants, HUD holographic windshield systems, and personalized infotainment systems to enhance interactivity and safety.
Growth Forecast Projected:
The Global In-car Entertainment Market is anticipated to rise at a considerable rate during the forecast period, between 2024 and 2031. In 2023, the market is growing at a steady rate, and with the rising adoption of strategies by key players, the market is expected to rise over the projected horizon.
Research Process:
Both primary and secondary data sources have been used in the global In-car Entertainment Market research report. During the research process, a wide range of industry-affecting factors are examined, including governmental regulations, market conditions, competitive levels, historical data, market situation, technological advancements, upcoming developments, in related businesses, as well as market volatility, prospects, potential barriers, and challenges.
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Key Segments:
By Type: Radio, Video, Audio
By Connectivity: Wireless / Network, Bluetooth, Others
By Application: Passenger Cars, Commercial Vehicles), By Sales Channel (Aftermarket, OEM)
Regional Analysis for In-car Entertainment Market:
⇥ North America (U.S., Canada, Mexico)
⇥ Europe (U.K., Italy, Germany, Russia, France, Spain, The Netherlands and Rest of Europe)
⇥ Asia-Pacific (India, Japan, China, South Korea, Australia, Indonesia Rest of Asia Pacific)
⇥ South America (Colombia, Brazil, Argentina, Rest of South America)
⇥ Middle East & Africa (Saudi Arabia, U.A.E., South Africa, Rest of Middle East & Africa)
Benefits of the Report:
Chapter 1: Sets the stage by outlining the report's coverage, summarizing key market segments by region, product type, and application. Presents a snapshot of market sizes, growth potential across segments, and anticipated industry evolution both short and long term.
Chapter 2: Highlights pivotal market insights and uncovers the most significant emerging trends driving change within the industry.
Chapter 3: Offers an in-depth look at the competitive landscape among In-car Entertainment producers, including revenue shares, strategic moves, and recent mergers and acquisitions.
Chapter 4: Presents comprehensive profiles of the market's key players, delving into details such as revenue, profit margins, product portfolios, and company milestones.
Chapters 5 & 6: Analyze In-car Entertainment revenue at both regional and country levels, providing quantitative breakdowns of market sizes, growth opportunities, and development prospects worldwide.
Chapter 7: Focuses on different market segments by type, examining their individual sizes and potential, guiding readers toward high-impact, untapped market areas.
Chapter 8: Explores segmentation by application, evaluating industry growth potential in various downstream markets and pinpointing promising sectors for expansion.
Chapter 9: Provides a thorough review of the industry's supply chain mapping out both upstream and downstream activities.
Chapter 10: Concludes with a summary of the report's key findings and highlights the most critical takeaways for industry stakeholders.
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FAQ
Q: What is the growth rate of the In-car Entertainment Market?
A: The market is projected to expand at a compound annual growth rate (CAGR) of 9.2% during the forecast period from 2024 to 2031.
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Contact Person: Sai Kiran
Email: Sai.k@datamintelligence.com
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DataM Intelligence is a Market Research and Consulting firm that provides end-to-end business solutions to organizations from Research to Consulting. We, at DataM Intelligence, leverage our top trademark trends, insights and developments to emancipate swift and astute solutions to clients like you. We encompass a multitude of syndicate reports and customized reports with a robust methodology.
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