EV Autoplay logo EV AutoplayElectric driving, plainly explained
Games

Discover How In-Car Screens Became Online Gaming Devices

The first car screens were tiny, low-resolution displays for radio stations and simple navigation.

Abstract illustration for Discover How In-Car Screens Became Online Gaming Devices

The first car screens were tiny, low-resolution displays for radio stations and simple navigation. Today some cars have screens wider than a laptop, processors comparable to gaming consoles from a few years ago and permanent internet connections. Somewhere along that path, the car screen quietly became an online gaming device.

I test in-car software, and the change over the last five years has been remarkable. Here is how it happened and what it means for drivers and passengers.

Bigger screens, faster chips

The shift started with hardware. Carmakers moved from separate small screens to large central touchscreens and digital instrument clusters, sometimes merged into one panel. To drive those screens smoothly, they adopted processors originally designed for phones and tablets, and in some cases chips with serious graphics capability.

Once the hardware could render 3D graphics smoothly for dashboards, running games was a small step. Some manufacturers even highlighted their in-car processors' gaming performance at launch events.

Software platforms opened up

Hardware alone was not enough. Cars needed software platforms that could install and update apps. Android Automotive, which runs directly on the car's computer, brought access to a curated selection of apps from Google Play. Other manufacturers built their own app stores. Over-the-air updates meant new games and apps could appear long after a car was sold.

The game engines used to build dashboards made this easier too, as explained in how online game engines power modern car dashboards.

Connectivity made it online

Built-in mobile data turned cars into connected devices. With a data plan, a parked car can stream music, video and games without relying on the driver's phone. Cloud gaming services, which run games on remote servers and stream the video to the screen, became possible on some models, giving access to demanding games without powerful local hardware.

Connection quality still varies by location and network. Streaming games need stable bandwidth and low latency, which is not always available in car parks or rural charging sites.

EV charging created the use case

The real driver of in-car gaming was electric car charging. Petrol stops take five minutes; fast charging stops take twenty to forty. Owners suddenly had regular, predictable time to fill in a comfortable seat in front of a big screen. Games, video and browsing filled that gap.

Several online gaming platforms have built interfaces that adapt well to wide, landscape car displays. When I tried a range of them on different cars, the platforms with responsive layouts and large touch targets, such as an online gaming portal like jemputhoki, worked noticeably better on car screens than sites designed only for phones.

Safety boundaries

All of this is restricted to when the car is parked. Systems detect gear position and speed and lock interactive content on the driver's screen while moving. Rear-seat screens and passenger displays in some cars can keep playing during the journey, since they do not distract the driver. These boundaries are both a manufacturer policy and, in many countries, a legal requirement.

Is in-car gaming a passing trend?

Some commentators expect in-car gaming to fade once the novelty wears off, comparing it to features like gesture controls that few people use. I think that comparison misses the structural reason gaming arrived in cars.

As long as EVs need charging stops measured in tens of minutes, people will want something to do in the car. Screens are already there, already powerful and already connected. The specific games and apps will change, but the use case is tied to how electric cars work. Even as charging gets faster, a ten or fifteen minute stop is still long enough for a casual game.

Privacy is a question owners rarely ask about in-car platforms. Games and apps on a car screen may collect data like any phone app, and the car itself knows where it is parked and for how long. Most platforms let owners review app permissions and data sharing in the settings, and it is worth doing so, especially on a shared family car. Signing in to games with a separate account rather than a main email address also limits what is linked together.

Looking ahead, carmakers are experimenting with features that only make sense in a car: games that use the car's own sensors, augmented reality views of the surroundings while parked and multiplayer sessions between cars waiting at the same charging hub. Some of these will fade, but the direction is clear. The car is becoming another screen in people's digital lives.

What makes a good in-car gaming experience

  • Large, readable text and touch targets suitable for a car screen.
  • Support for Bluetooth controllers for faster games.
  • Quick pause and resume when the car needs to move.
  • Low data use or offline modes for poor connections.
  • Content that works for passengers of different ages.

Controller support in particular makes a big difference, as discussed in online game controllers that work well with car screens. The car screen has joined phones, consoles and PCs as a place where people play online. More in our Games section.

ES
Evander Szabo

Evander spent years in software QA before reviewing in-car tech. He tests CarPlay, Android Auto and dashboard apps the way he used to test releases, looking for the bugs drivers actually hit.

More posts by Evander

More in Games