The car as the third habitat: The future of in-car entertainment
The car as the third habitat: The future of in-car entertainment
In-car entertainment is becoming a key differentiator, for automotive manufacturers as well as for content providers. As vehicles become increasingly connected and automated, demand is growing for high-quality, robust, and personalized entertainment solutions. The car as a third living space opens up new business models and target groups, from streaming services and interactive formats to applications for mobile office and gaming.
Speakers
Track: World of AI & Future of Tech
Language: German
The questions at stake.
- Embedded or marketplace.
How can manufacturers develop new business models with integrated systems and strengthen their market position? And is the market moving toward embedded solutions or open platform models? Both paths offer different advantages for OEMs and content providers. - Technological hurdles.
What needs to be overcome so that entertainment in the vehicle works seamlessly and safely? - Monetization.
Which models are sustainable from the perspective of OEMs and content providers, and where are new revenue sources emerging? - Cost reduction.
Which technologies can be used in Germany to reduce transmission costs and increase efficiency? And who bears the costs of growing data volumes? - User experience.
How are formats created for real usage scenarios in the car, from charging breaks and traffic jams to “Cinema on Wheels”?