Global Automotive Rear Seat Entertainment Market Overview
Global Automotive Rear Seat Entertainment Market was valued at USD 12.63 Billion in 2023 and is expected to reach USD 33.08 Billion by the year 2032, at a CAGR of 11.29%.
Automotive Rear Seat Entertainment systems act as a differentiation tool and are scheduled to extend the trend in mid-segment cars. The wide application of this system includes entertainment, location-based services, navigational services (GPS), internet (games, sports scores, surfing, social networking, movies, traffic conditions, weather forecast, etc.), communication functions such as making and receiving calls via smartphone integration and value-added services.
The global automotive entertainment systems market has been poised for swift growth since the advent of the 21st century, appropriate to the early adopters and innovators' adoption of these sophisticated systems. Entertainment systems predominantly rear-seat entertainment systems, MP3 players, and satellite radio are rapidly surfacing into a preference attribute of today's automobile system elucidation. The automotive entertainment industry is foreseen to witness a surge in the number of new entrants to get a piece of the nascent market. Although the Automotive Rear Seat Entertainment market is still in the preliminary stage, major market collaborators pushing the growth of the market during forecasted period.
Market Dynamics and Factors:
Drivers
Rising penetration of cloud technologies and smartphones in the automotive sector.
Cloud technology is being used in a variety of ways in automobiles. Cars will be able to interact with one another through the cloud to avoid accidents and update traffic information and maps. The use of cloud technology in automobiles is not new, but it is rapidly growing due to collaboration and partnerships between the automotive sector and software companies. Volvo gives its customers a fantastic illustration of how cloud services are applied to a car for significant purposes other than enjoyment. The user may operate the car using a smartphone and the Volvo On-Call software and cloud-based services. The smartphone may then be used to unlock and start the vehicle using a digital key. It can also produce and distribute temporary digital keys to the driver's family and friends when they need to share the car, remotely pre-heat or pre-cool the cabin, provide route directions, or check the fuel level. Another example of cloud technology combined with infotainment systems is Ford Motor Company's partnership with Microsoft Azure to create Ford Services Network, which provides automated software solutions. I2V also known as Invisible-to-Visible is a future Nissan Intelligent Mobility technology that combines the real and virtual worlds. It lets drivers "see the unseen" by merging data from sensors outside and within the car with data from the cloud. This includes what is further down the road, behind a building, or around the corner.
Restraints
Automotive Rear Seat Entertainment systems also including Infotainment services such as navigation, satellite radio, vehicle diagnostics, Wi-Fi hotspot, roadside assistance, and live traffic data require an annual subscription. Initially, those services start with a free trial, grow accustomed to these conveniences, and are chargeable later on. Although the price of the basic subscription is not much, it can add up over time. Furthermore, the upgrade of software and subscription models requires additional costs as well. For instance, Audi Connect PLUS, including Wi-Fi hotspot, online radio, and Amazon Music, costs around USD 10 a month while unlimited data is USD 25 per month, on the other hand, the next version, the Audi Connect PRIME, which includes Amazon Alexa, natural voice recognition, Google Earth, traffic information, traffic light information, myAudi Destinations, and parking information costs around USD 199 for 6 months and USD 499 for 18 months.
Opportunities
New value streams will develop as the automotive Rear Seat Entertainment ecosystem are expected to expands. Potential business prospects that will attract new entrants to the market. Cloud-managed platforms will enable the distribution of over-the-top (OTT) content such as Netflix, Disney+, and Hulu in the vehicle. For automobile owners' comfort and monetization, IoT, analytics, and intuitive mobile apps and solutions will have greater opportunities. Conveniences such as grocery shopping or booking a table at a restaurant or coffee shop while on the road will be part of the new value stream options. Click analytics will aid in the comprehension of use trends as well as the collecting of data for targeted advertising. An example of the expanding RSE ecosystem is Amazon Fire OS integration. Companies are progressing with ambitious plans to capture the RSE market through Fire OS which is a customized version of Android running on Amazon's flagship devices. Amazon is expanding its Fire TV program to automakers and has announced partnerships with BMW and Fiat Chrysler Automotive. Amazon's focus has been enabling a living-room experience in the car, including support for Alexa, a touchscreen interface, and offline playback features specially designed to improve user experience.
Challenges
Despite significant advancements in in-vehicle entertainment technology, cybersecurity remains a significant problem. Each component of in-vehicle infotainment, including hardware, software, mobile applications, and Bluetooth, is vulnerable to hackers. Amico, a car privacy and cybersecurity advocate, alerted the Automotive Information Sharing and Analysis Center (Auto-ISAC), an industry-run group that shares and analyses intelligence on potential cybersecurity threats. Amico spent months working with Auto-ISAC to educate those who were affected to understand how an attacker may gain access to data contained in automotive infotainment systems. There have been several situations where cybersecurity has caused a problem. For example, in the case of Chrysler's Jeep, two researchers were able to hack into a Jeep, resulting in the software being upgraded in 1.4 million cars. Similarly, the Tesla S and Nissan Leaf are examples of in-vehicle entertainment systems that are vulnerable to hacks.
Market Segmentation
By Component, Headrest Display dominates the component segment in Automotive Rear Seat Entertainment Market. Headrest monitors are positioned in the back of the front seat headrests for rear-seat passengers to observe. The screen is, of course, restricted by the size of the headrest, which is often 5" or 7". The most often fitted back seat entertainment systems in manufactured automobiles are headrest monitors, which are typically provided by OEMs. In comparison to folding devices, the integrated screen in the headrest of the seat gives simple accessibility, longer life, and attractiveness to the interiors. Thus, it presents as a growth driving factor for Automotive Rear Seat Entertainment Market.
By Operating System, Android is dominating the operating system segment in Automotive Rear Seat Entertainment Market. Currently, Android users are dominating the market. Android has over 2.8 billion active users, it has a global market share of 75 percent. Android holds over 85% market share in Brazil, India, Indonesia, Turkey, and Vietnam. Easy user interface and multi-connectivity with various IoT devices, easy transfer of data, and larger consumer base put android as the best operating system to integrate into the automobile rear-seat entertainment market. The brands like Qualcomm and its automobile cockpit platform enable high-performance functions with cloud technology integration allowing high-tech automotive rear-seat entertainment solutions which are driving the market.
By Sales Channels, Aftermarket segment is dominating the Automotive Rear Seat Entertainment Market. Because aftermarket items are less expensive than OEM ones, many buyers are likely to choose the latter. As manufacturers install entertainment systems in the factory, aftermarket items are expected to enjoy a significant increase in product exposure, resulting in increased product awareness. There are many aftermarket players which provide high-quality components and products such as Pioneer, Herman, and Continental AG. Automotive customization is a growing industry that has a massive market including after-market rear-seat entertainment systems with custom modification. This attracts a large customer base and therefore pushes the growth of the Automotive Rear Seat Entertainment Market.
Players Covered in Automotive Rear Seat Entertainment market are :
- Harman International
- Panasonic Corporation
- Alps Alpine Co Ltd
- Robert Bosch GmbH
- Continental AG
- JVC-Kenwood
- Delphi
- Denso
- Alpine
- Pioneer and others major players.
Regional Analysis of Automotive Rear Seat Entertainment Market
The Asia Pacific is dominating the Automotive Rear Seat Entertainment Market. Due to its largest car sales over the last decade, China occupies a substantial portion of the Asia-Pacific automotive sector among Asia-Pacific countries. Due to automakers' increasing focus on new energy vehicles (NEV), the country is expected to continue to have favorable vehicle sales over the projection period. The country's need for infotainment systems is being driven by the change from simple audio systems to touchscreen infotainment systems that enable numerous functions like navigation, Apple CarPlay, Android Auto, telematics, and so on. According to the China Automobile Dealers Association, the country's luxury automobile dealers sold 277,000 vehicles in April 2020, a rise of 11.1 percent over April 2019. In April 2020, luxury automobile sales accounted for 18.7% of the market, a 3.6 percent increase over April 2019 and a 0.4 percent gain over the market share in March 2020. ONE, a smart electric luxury SUV, was unveiled by CHJ Automotive, a Chinese electric vehicle manufacturer. A four-screen infotainment system with a smart speaker system is included in the car. The ONE has a dual-chip system and a dual-system structure, as well as an Android automotive compatible system and a Qualcomm Xiao Long 820A-class CPU.
North America is expected to be the fastest-growing region in Automotive Rear Seat Entertainment Market. The large size of the market in the region is mainly due to large-scale domestic manufacturing, due to the government initiative toward disruptive technologies and technological innovation in informatics. The emergence of information technology and the increased usage of IoT in automotive applications have added new dimensions in the manner of conducting business operations in this region. Many automobile manufacturers from the US such as Tesla, Ford, and Corvette enabling the rear headrest screen for passenger entertainment and multi utilities. The combination of IoT, Cloud Technology, and entertainment sets in the car can allow doing the various task from the back. Tesla Model X, 2, and S include an entertainment module at back without disturbing the design. The large customer base of such vehicles is used for family mobility vehicles which makes it ideal to install such entertainment systems. Therefore, rising demand from family-based customers is driving the Automotive Rear Seat Entertainment Market in North America.
Key Developments of Automotive Rear Seat Entertainment Market
- In January 2024, HARMAN unveiled its latest lineup of automotive products that will equip OEMs with the ability to quickly and efficiently introduce the new in-cabin features and content that consumers desire, and ultimately empower drivers and passengers with enhanced safety and entertainment experiences that will be in-market as soon as this year.
Covid19 Impact on Automotive Rear Seat Entertainment Market
The COVID-19 epidemic has had a significant impact on the automobile industry's whole supply chain. Raw material providers were impacted by the production and logistical stop. The pandemic hampered the industry's overall development in 2020 and early 2021, as major automakers including Fiat, Volkswagen, PSA Group, General Motors, and BMW were forced to halt production. Because the expansion of the in-car entertainment system industry is strongly tied to vehicle manufacturing, this situation influenced the market, particularly in European and North American nations. According to the European Automobile Manufacturers Association, the pandemic had a significant influence on Europe's automobile sector. In 2020, the passenger automobile market in the area will have shrunk by 23.7 percent to 9.9 million units. This is a decrease of 3 million units from the previous year. Vehicle exports in Europe fell in 2020 as well, with the EU exporting passenger cars worth USD 130 billion from January to November last year, about USD 24.9 billion less than the previous year. The United States saw a 19 percent reduction in automobile production in 2020, somewhat more than the global average; it produced a total of 8,822,399 passenger cars and commercial vehicles. As lockdown restrictions are being put at ease, a gradual recovery is expected in the automotive market which can reflect on the growth of the Automotive Rear Seat Entertainment Market.
Global Automotive Rear Seat Entertainment Market |
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Base Year: |
2023 |
Forecast Period: |
2024-2032 |
Historical Data: |
2017 to 2023 |
Market Size in 2023: |
USD 12.63 Bn. |
Forecast Period 2024-32 CAGR: |
11.29% |
Market Size in 2032: |
USD 33.08 Bn. |
Segments Covered: |
By Type |
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By Operating System |
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By Sales Channels |
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By Region |
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Key Market Drivers: |
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Key Market Restraints: |
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Key Opportunities: |
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Companies Covered in the report: |
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Chapter 1: Introduction
ā1.1 Research Objectives
ā1.2 Research Methodology
ā1.3 Research Process
ā1.4 Scope and Coverage
āā1.4.1 Market Definition
āā1.4.2 Key Questions Answered
ā1.5 Market Segmentation
Chapter 2:Executive Summary
Chapter 3:Growth Opportunities By Segment
ā3.1 By Type
ā3.2 By Operating System
ā3.3 By Sales Channels
Chapter 4: Market Landscape
ā4.1 Porter's Five Forces Analysis
āā4.1.1 Bargaining Power of Supplier
āā4.1.2 Threat of New Entrants
āā4.1.3 Threat of Substitutes
āā4.1.4 Competitive Rivalry
āā4.1.5 Bargaining Power Among Buyers
ā4.2 Industry Value Chain Analysis
ā4.3 Market Dynamics
āā4.3.1 Drivers
āā4.3.2 Restraints
āā4.3.3 Opportunities
āā4.5.4 Challenges
ā4.4 Pestle Analysis
ā4.5 Technological Roadmap
ā4.6 Regulatory Landscape
ā4.7 SWOT Analysis
ā4.8 Price Trend Analysis
ā4.9 Patent Analysis
ā4.10 Analysis of the Impact of Covid-19
āā4.10.1 Impact on the Overall Market
āā4.10.2 Impact on the Supply Chain
āā4.10.3 Impact on the Key Manufacturers
āā4.10.4 Impact on the Pricing
Chapter 5: Automotive Rear Seat Entertainment Market by Type
ā5.1 Automotive Rear Seat Entertainment Market Overview Snapshot and Growth Engine
ā5.2 Automotive Rear Seat Entertainment Market Overview
ā5.3 Infotainment/Display Unit
āā5.3.1 Introduction and Market Overview
āā5.3.2 Historic and Forecasted Market Size (2017-2032F)
āā5.3.3 Key Market Trends, Growth Factors and Opportunities
āā5.3.4 Infotainment/Display Unit: Grographic Segmentation
ā5.4 Overhead Control Panel
āā5.4.1 Introduction and Market Overview
āā5.4.2 Historic and Forecasted Market Size (2017-2032F)
āā5.4.3 Key Market Trends, Growth Factors and Opportunities
āā5.4.4 Overhead Control Panel: Grographic Segmentation
ā5.5 Telematics Control Unit
āā5.5.1 Introduction and Market Overview
āā5.5.2 Historic and Forecasted Market Size (2017-2032F)
āā5.5.3 Key Market Trends, Growth Factors and Opportunities
āā5.5.4 Telematics Control Unit: Grographic Segmentation
ā5.6 Headrest Display
āā5.6.1 Introduction and Market Overview
āā5.6.2 Historic and Forecasted Market Size (2017-2032F)
āā5.6.3 Key Market Trends, Growth Factors and Opportunities
āā5.6.4 Headrest Display: Grographic Segmentation
Chapter 6: Automotive Rear Seat Entertainment Market by Operating System
ā6.1 Automotive Rear Seat Entertainment Market Overview Snapshot and Growth Engine
ā6.2 Automotive Rear Seat Entertainment Market Overview
ā6.3 Android
āā6.3.1 Introduction and Market Overview
āā6.3.2 Historic and Forecasted Market Size (2017-2032F)
āā6.3.3 Key Market Trends, Growth Factors and Opportunities
āā6.3.4 Android: Grographic Segmentation
ā6.4 Linux
āā6.4.1 Introduction and Market Overview
āā6.4.2 Historic and Forecasted Market Size (2017-2032F)
āā6.4.3 Key Market Trends, Growth Factors and Opportunities
āā6.4.4 Linux: Grographic Segmentation
ā6.5 QNX
āā6.5.1 Introduction and Market Overview
āā6.5.2 Historic and Forecasted Market Size (2017-2032F)
āā6.5.3 Key Market Trends, Growth Factors and Opportunities
āā6.5.4 QNX: Grographic Segmentation
ā6.6 IOS
āā6.6.1 Introduction and Market Overview
āā6.6.2 Historic and Forecasted Market Size (2017-2032F)
āā6.6.3 Key Market Trends, Growth Factors and Opportunities
āā6.6.4 IOS: Grographic Segmentation
ā6.7 Others
āā6.7.1 Introduction and Market Overview
āā6.7.2 Historic and Forecasted Market Size (2017-2032F)
āā6.7.3 Key Market Trends, Growth Factors and Opportunities
āā6.7.4 Others: Grographic Segmentation
Chapter 7: Automotive Rear Seat Entertainment Market by Sales Channels
ā7.1 Automotive Rear Seat Entertainment Market Overview Snapshot and Growth Engine
ā7.2 Automotive Rear Seat Entertainment Market Overview
ā7.3 OEM
āā7.3.1 Introduction and Market Overview
āā7.3.2 Historic and Forecasted Market Size (2017-2032F)
āā7.3.3 Key Market Trends, Growth Factors and Opportunities
āā7.3.4 OEM: Grographic Segmentation
ā7.4 Aftermarket
āā7.4.1 Introduction and Market Overview
āā7.4.2 Historic and Forecasted Market Size (2017-2032F)
āā7.4.3 Key Market Trends, Growth Factors and Opportunities
āā7.4.4 Aftermarket: Grographic Segmentation
Chapter 8: Company Profiles and Competitive Analysis
ā8.1 Competitive Landscape
āā8.1.1 Competitive Positioning
āā8.1.2 Automotive Rear Seat Entertainment Sales and Market Share By Players
āā8.1.3 Industry BCG Matrix
āā8.1.4 Ansoff Matrix
āā8.1.5 Automotive Rear Seat Entertainment Industry Concentration Ratio (CR5 and HHI)
āā8.1.6 Top 5 Automotive Rear Seat Entertainment Players Market Share
āā8.1.7 Mergers and Acquisitions
āā8.1.8 Business Strategies By Top Players
ā8.2 HARMAN INTERNATIONAL
āā8.2.1 Company Overview
āā8.2.2 Key Executives
āā8.2.3 Company Snapshot
āā8.2.4 Operating Business Segments
āā8.2.5 Product Portfolio
āā8.2.6 Business Performance
āā8.2.7 Key Strategic Moves and Recent Developments
āā8.2.8 SWOT Analysis
ā8.3 PANASONIC CORPORATION
ā8.4 ALPS ALPINE CO LTD
ā8.5 ROBERT BOSCH GMBH
ā8.6 CONTINENTAL AG
ā8.7 JVC-KENWOOD
ā8.8 DELPHI
ā8.9 DENSO
ā8.10 ALPINE
ā8.11 PIONEER
ā8.12 OTHER MAJOR PLAYERS
Chapter 9: Global Automotive Rear Seat Entertainment Market Analysis, Insights and Forecast, 2017-2032
ā9.1 Market Overview
ā9.2 Historic and Forecasted Market Size By Type
āā9.2.1 Infotainment/Display Unit
āā9.2.2 Overhead Control Panel
āā9.2.3 Telematics Control Unit
āā9.2.4 Headrest Display
ā9.3 Historic and Forecasted Market Size By Operating System
āā9.3.1 Android
āā9.3.2 Linux
āā9.3.3 QNX
āā9.3.4 IOS
āā9.3.5 Others
ā9.4 Historic and Forecasted Market Size By Sales Channels
āā9.4.1 OEM
āā9.4.2 Aftermarket
Chapter 10: North America Automotive Rear Seat Entertainment Market Analysis, Insights and Forecast, 2017-2032
ā10.1 Key Market Trends, Growth Factors and Opportunities
ā10.2 Impact of Covid-19
ā10.3 Key Players
ā10.4 Key Market Trends, Growth Factors and Opportunities
ā10.4 Historic and Forecasted Market Size By Type
āā10.4.1 Infotainment/Display Unit
āā10.4.2 Overhead Control Panel
āā10.4.3 Telematics Control Unit
āā10.4.4 Headrest Display
ā10.5 Historic and Forecasted Market Size By Operating System
āā10.5.1 Android
āā10.5.2 Linux
āā10.5.3 QNX
āā10.5.4 IOS
āā10.5.5 Others
ā10.6 Historic and Forecasted Market Size By Sales Channels
āā10.6.1 OEM
āā10.6.2 Aftermarket
ā10.7 Historic and Forecast Market Size by Country
āā10.7.1 U.S.
āā10.7.2 Canada
āā10.7.3 Mexico
Chapter 11: Europe Automotive Rear Seat Entertainment Market Analysis, Insights and Forecast, 2017-2032
ā11.1 Key Market Trends, Growth Factors and Opportunities
ā11.2 Impact of Covid-19
ā11.3 Key Players
ā11.4 Key Market Trends, Growth Factors and Opportunities
ā11.4 Historic and Forecasted Market Size By Type
āā11.4.1 Infotainment/Display Unit
āā11.4.2 Overhead Control Panel
āā11.4.3 Telematics Control Unit
āā11.4.4 Headrest Display
ā11.5 Historic and Forecasted Market Size By Operating System
āā11.5.1 Android
āā11.5.2 Linux
āā11.5.3 QNX
āā11.5.4 IOS
āā11.5.5 Others
ā11.6 Historic and Forecasted Market Size By Sales Channels
āā11.6.1 OEM
āā11.6.2 Aftermarket
ā11.7 Historic and Forecast Market Size by Country
āā11.7.1 Germany
āā11.7.2 U.K.
āā11.7.3 France
āā11.7.4 Italy
āā11.7.5 Russia
āā11.7.6 Spain
āā11.7.7 Rest of Europe
Chapter 12: Asia-Pacific Automotive Rear Seat Entertainment Market Analysis, Insights and Forecast, 2017-2032
ā12.1 Key Market Trends, Growth Factors and Opportunities
ā12.2 Impact of Covid-19
ā12.3 Key Players
ā12.4 Key Market Trends, Growth Factors and Opportunities
ā12.4 Historic and Forecasted Market Size By Type
āā12.4.1 Infotainment/Display Unit
āā12.4.2 Overhead Control Panel
āā12.4.3 Telematics Control Unit
āā12.4.4 Headrest Display
ā12.5 Historic and Forecasted Market Size By Operating System
āā12.5.1 Android
āā12.5.2 Linux
āā12.5.3 QNX
āā12.5.4 IOS
āā12.5.5 Others
ā12.6 Historic and Forecasted Market Size By Sales Channels
āā12.6.1 OEM
āā12.6.2 Aftermarket
ā12.7 Historic and Forecast Market Size by Country
āā12.7.1 China
āā12.7.2 India
āā12.7.3 Japan
āā12.7.4 Singapore
āā12.7.5 Australia
āā12.7.6 New Zealand
āā12.7.7 Rest of APAC
Chapter 13: Middle East & Africa Automotive Rear Seat Entertainment Market Analysis, Insights and Forecast, 2017-2032
ā13.1 Key Market Trends, Growth Factors and Opportunities
ā13.2 Impact of Covid-19
ā13.3 Key Players
ā13.4 Key Market Trends, Growth Factors and Opportunities
ā13.4 Historic and Forecasted Market Size By Type
āā13.4.1 Infotainment/Display Unit
āā13.4.2 Overhead Control Panel
āā13.4.3 Telematics Control Unit
āā13.4.4 Headrest Display
ā13.5 Historic and Forecasted Market Size By Operating System
āā13.5.1 Android
āā13.5.2 Linux
āā13.5.3 QNX
āā13.5.4 IOS
āā13.5.5 Others
ā13.6 Historic and Forecasted Market Size By Sales Channels
āā13.6.1 OEM
āā13.6.2 Aftermarket
ā13.7 Historic and Forecast Market Size by Country
āā13.7.1 Turkey
āā13.7.2 Saudi Arabia
āā13.7.3 Iran
āā13.7.4 UAE
āā13.7.5 Africa
āā13.7.6 Rest of MEA
Chapter 14: South America Automotive Rear Seat Entertainment Market Analysis, Insights and Forecast, 2017-2032
ā14.1 Key Market Trends, Growth Factors and Opportunities
ā14.2 Impact of Covid-19
ā14.3 Key Players
ā14.4 Key Market Trends, Growth Factors and Opportunities
ā14.4 Historic and Forecasted Market Size By Type
āā14.4.1 Infotainment/Display Unit
āā14.4.2 Overhead Control Panel
āā14.4.3 Telematics Control Unit
āā14.4.4 Headrest Display
ā14.5 Historic and Forecasted Market Size By Operating System
āā14.5.1 Android
āā14.5.2 Linux
āā14.5.3 QNX
āā14.5.4 IOS
āā14.5.5 Others
ā14.6 Historic and Forecasted Market Size By Sales Channels
āā14.6.1 OEM
āā14.6.2 Aftermarket
ā14.7 Historic and Forecast Market Size by Country
āā14.7.1 Brazil
āā14.7.2 Argentina
āā14.7.3 Rest of SA
Chapter 15 Investment Analysis
Chapter 16 Analyst Viewpoint and Conclusion
Global Automotive Rear Seat Entertainment Market |
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Base Year: |
2023 |
Forecast Period: |
2024-2032 |
Historical Data: |
2017 to 2023 |
Market Size in 2023: |
USD 12.63 Bn. |
Forecast Period 2024-32 CAGR: |
11.29% |
Market Size in 2032: |
USD 33.08 Bn. |
Segments Covered: |
By Type |
|
|
By Operating System |
|
||
By Sales Channels |
|
||
By Region |
|
||
Key Market Drivers: |
|
||
Key Market Restraints: |
|
||
Key Opportunities: |
|
||
Companies Covered in the report: |
|
Frequently Asked Questions :
The forecast period in the Automotive Rear Seat Entertainment Market research report is 2024-2032.
Harman International, Panasonic Corporation, Alps Alpine Co Ltd, Robert Bosch GmbH, Continental AG, JVC-Kenwood, Delphi, Denso, Alpine, Pioneer, and Other Major Players.
Automotive Rear Seat Entertainment Market is segmented into Type, Operating System, Sales Channels and region. By Type, the market is categorized into Infotainment/Display Unit, Overhead Control Panel, Telematics Control Unit, and Headrest Display. By Operating System, the market is categorized into Android, Linux, QNX, IOS, Others. By Sales Channels, the market is categorized into OEM, Aftermarket. By region, it is analysed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain, etc.), Asia-Pacific (China; India; Japan; Southeast Asia, etc.), South America (Brazil; Argentina, etc.), Middle East & Africa (Saudi Arabia; South Africa, etc.).
Automotive Rear Seat Entertainment systems act as a differentiation tool and are scheduled to extend the trend in mid-segment cars. The wide application of this system includes entertainment, location-based services, navigational services (GPS), internet (games, sports scores, surfing, social networking, movies, traffic conditions, weather forecast, etc.), communication functions such as making and receiving calls via smartphone integration and value-added services.
Global Automotive Rear Seat Entertainment Market was valued at USD 12.63 Billion in 2023 and is expected to reach USD 33.08 Billion by the year 2032, at a CAGR of 11.29%.