バーチャルリアリティ(VR、消費者向けVR、商用VR)の世界市場

◆英語タイトル:Virtual Reality (VR, Consumer VR, and Commercial VR) : Global Strategic Business Report
◆商品コード:GIA60120
◆発行会社(調査会社):Global Industry Analysts
◆発行日:2016年2月
◆ページ数:289
◆レポート言語:英語
◆レポート形式:PDF
◆納品方法:Eメール
◆調査対象地域:グローバル
◆産業分野:産業未分類
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当調査レポートでは、バーチャルリアリティ(VR、消費者向けVR、商用VR)の世界市場について調査・分析し、バーチャルリアリティ(VR、消費者向けVR、商用VR)の世界市場規模、市場動向、市場予測、関連企業情報などをお届けいたします。
【レポートの概要】

This report analyzes the worldwide markets for Virtual Reality (VR) in US$ Thousand. The report provides separate comprehensive analytics for the US, Canada, Japan, Europe, Asia-Pacific, and Rest of World. Annual estimates and forecasts are provided for the period 2015 through 2020. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based on public domain information including company URLs. The report profiles 125 companies including many key and niche players such as –
Avegant Corp.
Barco N.V
CyberGlove Systems LLC
DeepStream VR
EON Reality Inc.

【レポートの目次】

I. INTRODUCTION, METHODOLOGY & PRODUCT DEFINITIONS
Study Reliability and Reporting Limitations
Disclaimers
Data Interpretation & Reporting Level
Quantitative Techniques & Analytics
Product Definitions and Scope of Study
II. EXECUTIVE SUMMARY
1. INDUSTRY OVERVIEW
Age of Digital Immersion: The Foundation for the Growing Business Interest in Virtual Reality
The First Wave of VR Unleashes the Power of VR as a Training, Simulation & Gaming Tool
The Second Wave of VR Will Unleash VR as a Communication System/Interface
The VR Market Ripe for Picking
From a Fictional Concept to a Multi-Billion Dollar Opportunity – Tracing the Evolutionary Path of Virtual Reality Market
Research Work on VR Concepts Traces Back to 1950s
1980s & the 90s – Early Commercialization Efforts
Into the 21st Century – Product Developments for Achieving Commercial Viability
Development of Prototype Oculus Rift HMD in 2012 – A Major Breakthrough in VR
More Device Prototypes Come Up in 2014
Companies Keep Up the Tempo with New Product Developments in 2015
Samsung Gear VR Makes Commercial Entry – The First Modern Day Commercial VR Device in the Market
With Many Big Ticket Releases Planned, 2016 to be a ‘Watershed’ Year for Commercial VR Products
Investments Scenario: Venture Capitalists Get Ready to Surf the Giant VR Wave
Facebook’s Acquisition of Oculus in 2014 Brings Flood of Corporate & Venture Capital Investments into the VR Industry
Key Statistical Findings Highlighting Investment Scenario in VR & AR Market
Table 1: Investment Landscape in VR/AR Industry – Quarterly Breakdown of Value of Investments (in US$ Million) Injected into the VR/AR Industry for Years 2012 through 2015 (includes corresponding Graph/Chart)
Table 2: Investment Landscape in VR/AR Industry – Number of Investment Deals Signed Annually in the VR/AR Industry for Years 2012 through 2015 (includes corresponding Graph/Chart)
Table 3: Investment Landscape in VR/AR Industry – Percentage Share Breakdown of Number of Funding Deals Registered by Investment Stage for 2015 (includes corresponding Graph/Chart)
Table 4: Investment Landscape in VR/AR Industry – Percentage Share Breakdown of Value of Investments Injected by Investment Area for Period 2012-2015 (includes corresponding Graph/Chart)
Crowdfunding – A Key Private Funding Source
Dissecting the Patent & IP Landscape in the Virtual Reality Market
Table 5: Patent Distribution Scenario in Virtual Reality Market: Percentage Share Breakdown of Number of Patents Filed over Last Two Decades by Application (includes corresponding Graph/Chart)
Table 6: Leading Patent Assignees for VR as of 2014 (includes corresponding Graph/Chart)
Participants across the Value Chain Bet Big on Virtual Reality Market
VR Value Chain Participants at a Glance:
Evolution of Target Markets
Virtual Reality Solutions – Evolution of Target Markets Over the Years
Market Outlook
2. NOTEWORTHY TRENDS & GROWTH DRIVERS
Mobile Device Based VR Experience to Drive Initial VR Adoption Wave in Consumer Market
Growing Smartphone Sales – Key Growth Driver
Table 7: Spiraling Sales of Smartphones Provides the Launch Pad for VR Technology Proliferation: Breakdown of Global Sales of Smartphones (In 000 Units) by Geographic Region for the Years 2015 & 2020 (includes corresponding Graph/Chart)
Table 8: Growing Smartphone Penetration to Fuel Future Gains in the VR Market: Breakdown of Smartphone Penetration Rate (In %) by Select Country for the Year 2014
PC & Console Based VR Experience to Drive Massive Revenue Inflow in Medium to Long Term
HMDs to Be Lucrative Device Market for VR
Will Google Cardboard Project Dent Opportunities for VR HMDs?
HMDs for Entertainment & Gaming Applications to be Hot Selling Products
Evolution of App Ecosystem – Must for Growth in VR Market
Table 9: Global VR Apps Eco-System (2015): %Share of VR Content Available by Device Platform (includes corresponding Graph/Chart)
Application Stores – The Disruptive Force that can Drive Rapid Proliferation of VR
Table 10: Global Mobile App Stores Market (2014): Percentage Share Breakdown of Number of Apps Downloaded by App Store Type Baidu, Google Playstore, iOS, and Others (includes corresponding Graph/Chart)
Table 11: Global Mobile App Stores Market (2014): Percentage Share Breakdown of App Store Revenue by App Store Type – Google Playstore, iOS, and Others (includes corresponding Graph/Chart)
Independent Developers Take the Plunge while Major Studios Wait to Follow
Best Apps for Google Cardboard
Best Apps for Gear VR
Consumer Segment Dominates VR Market
Entertainment Applications – Key Revenue Contributor for VR
VR Gaming – Market Laden with Tremendous Potential for Revenue Generation
Table 12: US Gamers Interest in VR: Percentage of Individuals Across Age Groups Against by their Willing to Commit on Devices (includes corresponding Graph/Chart)
Table 13: US Gamer Interest by VR Games Genre (2015): Percentage Number of US Individuals against their Preferred Genre of Game (includes corresponding Graph/Chart)
Table 14: VR Solutions Market in Gaming Sector (2015 & 2018): Percentage Share Breakdown of Revenue by Device Platforms (includes corresponding Graph/Chart)
Table 15: VR Solutions Market in Gaming Sector (2016E): Estimated Percentage Share Breakdown of Number of VR Game Users by Device Platforms (includes corresponding Graph/Chart)
Non-Consumer Commercial Applications to Add New Revenue Opportunities for VR in Coming Years
Table 16: Interest in Non-Gaming VR Content (2015): Percentage Number of US Individuals against their Preference for Non-Gaming VR Content (includes corresponding Graph/Chart)
Aerospace & Defense Sector – Another Key End-Use Area in Focus for VR
VR in Healthcare – An Emerging Market with Massive Opportunity for Growth
Healthcare End-Use Applications of VR in a Snapshot
Why does the Healthcare Sector Need VR Technology?
Growth Drivers in a Nutshell
Table 17: Global Healthcare IT Market (2013): Percentage Share Breakdown of Spending by Sector (includes corresponding Graph/Chart)
Fully Immersive VR Experience to Drive More Opportunities for VR Solutions
Reduction in Cost of Device – Key Crucible for Success
Open Source Platforms Look to Benefit from the Market
Developed Markets Lead from the Front while Developing Markets to Drive Future Growth
Issues & Challenges
Yet to be Resolved Technology Issues – A Major Concern
Low Resolution of HMDs
Performance Issues from Display Latency of VR Devices
Massive Size of HMDs
Non-Compatibility with Other Devices
Need for Systems with High End Configuration & its Cost Implications
Maintaining Consistent Video Quality – A Major Technology Challenge
Data Storage – A Critical But Often Ignored VR Function
Despite Emergence of New Relatively Inexpensive Model – Cost Continues to Remain a Major Issue
Lack of Awareness & Penetration in Addressable Markets
3. PRODUCT OVERVIEW
Virtual Reality – Introduction
Types of Virtual Reality
Fully Immersive
Non-Immersive
Collaborative
Web-Based
Virtual Reality Solutions
Head-Mounted Display (HMD)
Immersive Rooms
Sensory Gloves
Wands
Applications of virtual reality
Games and Entertainment
Medicine
Industrial Design and Architecture
Education
Scientific Visualization

4. PRODUCT LAUNCHES
Kopin Introduces Vista VR Series of Micro Displays for VR Market Applications
Sony and Oculus Set to Introduce VR Device Platforms
Oculus Rolls Out Commercial Variant of Oculus Rift VR Headset Device Platform
Tommy Hilfiger Unveils VR Headsets for Customers
Hulu Set to Introduce Virtual Reality App
Samsung Set to Introduce Gear VR in the Consumer Market
Sony Set for 2016 Launch of VR Headsets in Consumer Market
DIRECTV Introduces Big Knockout Boxing (BKB) VR App
Nokia Introduces Innovative Spherical VR Capable Camera for Creating 3D Movies
HTC Introduces Re Vive VR Headset
HomeLane Introduces Kaleido VR Device
CamSoda Introduces Interactive VR Platform
Microsoft Introduces HoloLens Device Platform
Jaunt Inaugurates Own Movie Studio
Marriot Rolls Out Pilot VR Experience Program
OnePlus Unveils Light VR Headset
Cirque du Soleil Launches Virtual Reality Experience of the Show Kurios
IC Real Tech Launches IC720 360x360 Video Camera with All Round Vision Capabilities
zSpace Unveils VR Experience for Personal Computer Platform
Lexus Offers Customers With VR App to Experience Some of the Fastest Cars Worldwide
Samsung Introduces Gear VR Device Platform
Steam Unveils Beta User Interface Customized to Support VR Devices
Atlantic Productions Inaugurates Alchemy VR Entertainment Studio
EON Reality Inc Unveils EON Experience Portal
Carl Zeiss Forays into VR Headset Market with VR One Platform
DIRTT Unveils Oculus Rift Based ICE® VR Experience
Oculus Unveils Oculus Rift Concept
5. RECENT INDUSTRY ACTIVITY
GoPro Agrees to Buy Spherical Media and Virtual Reality Company – Kolor
Sony Successfully Concludes SoftKinetic Acquisition
Apple Closes Acquisition of Metaio
Apple Acquires Faceshift
Facebook Acquires Surreal Vision
LearnBrite Buys Out Cerritos
Microsoft Successfully Closes Havok Acquisition
HTC Buys Stake in WEVR Virtual Reality Platform
Blippar Successfully Closes Acquisition of Binocular
Nokia to Foray into Virtual Reality Market
Jaunt Partners with 3Mersiv for its Jaunt Studios Venture
Next Galaxy Corp. Enters into Partnership with VR HealthNet
Microsoft Enters into Partnership with Oculus to Market Xbox One Controller bundled with Oculus Rift Platform
Samsung and Marvel Partner to Create Avenger Themed VR- Experience for Galaxy S6 Phone Devices
Google Partners with GoPro to Make VR videos Available on Youtube
GroupM Partners with Happy Finish to Develop Immersive Virtual Reality Based Creative Solutions
Razer Rolls Out Upgraded OSVR Platform Featuring Full HD OLED Display
The Virtual Reality Company (VRC) Partners with Ion Virtual Technology Corporation (IonVR)
Maximum Games Partners with Untold Games for Development of ‘Loading Human’ Virtual Reality Based Action/Adventure Game
Facebook Successfully Acquires Oculus
Google Ventures Acquires Stake in VR Technology Startup Jaunt
Oculus and Unity Technologies to Further Deepen Strategic Ties
CSM Brazil in Partnership with EON Reality to Introduce Interactive Virtual Reality Soccer Game
Fleetway Inc Inks Partnership Agreement with Virtalis
6. FOCUS ON SELECT PLAYERS
Avegant Corp. (US)
Barco N.V (Belgium)
CyberGlove Systems LLC (US)
DeepStream VR (US)
EON Reality Inc. (US)
Google Inc. (US)
Kopin Corporation, Inc. (US)
Leap Motion, Inc. (US)
Oculus VR, LLC (US)
Qualcomm, Inc. (US)
Rockwell Collins (US)
Samsung Electronics (South Korea)
Sensics, Inc. (US)
Sixense Entertainment, Inc. (US)
Sony Corporation (Japan)
Total Immersion (France)
Virtalis Limited (UK)
VirtaMed AG (Switzerland)
Vuzix Corporation (US)
WorldViz (US)
7. GLOBAL MARKET PERSPECTIVE
Table 18: World Recent Past, Current & Future Analysis for Virtual Reality by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 19: World 6-Year Perspective for Virtual Reality by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
Table 20: World Recent Past, Current & Future Analysis for Virtual Reality in Consumer Sector by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 21: World 6-Year Perspective for Virtual Reality in Consumer Sector by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
Table 22: World Recent Past, Current & Future Analysis for Virtual Reality in Consumer Sector by Type - Software and Hardware Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 23: World 6-Year Perspective for Virtual Reality in Consumer Sector by Type - Percentage Breakdown of Revenues for Software and Hardware Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
Table 24: World Recent Past, Current & Future Analysis for Virtual Reality in Commercial Sector by Geographic Region - US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 25: World 6-Year Perspective for Virtual Reality in Commercial Sector by Geographic Region - Percentage Breakdown of Revenues for US, Canada, Japan, Europe, Asia-Pacific and Rest of World Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
Table 26: World Recent Past, Current & Future Analysis for Virtual Reality in Commercial Sector by Type - Software and Hardware Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 27: World 6-Year Perspective for Virtual Reality in Commercial Sector by Type - Percentage Breakdown of Revenues for Software and Hardware Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
III. MARKET
1. THE UNITED STATES
A. Market Analysis
Outlook
Smartphone Penetration: Foundation for Mobile VR Market Growth
Table 28: US Mobile Phones Market (2015E): Breakdown of New Mobile Phone Sales by Type of Phone - Smartphone & Feature Phones (includes corresponding Graph/Chart)
Table 29: Smartphone & Mobile Internet Penetration as a Percentage of Total Mobile Users in the US: 2014 (includes corresponding Graph/Chart)
Product Launches
Strategic Corpotare Developments
Select Key Players
B. Market Analytics
Table 30: US Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 31: US 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
2. CANADA
A. Market Analysis
Outlook
Product Launch
B. Market Analytics
Table 32: Canadian Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 33: Canadian 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
3. JAPAN
A. Market Analysis
Outlook
Product Launches
Select Key Player
B. Market Analytics
Table 34: Japanese Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 35: Japanese 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)

4. EUROPE
A. Market Analysis
Outlook
B. Market Analytics
Table 36: European Recent Past, Current & Future Analysis for Virtual Reality by Region - France, Germany, Italy, UK, and Rest of Europe Markets Independently Analyzed with Annual Revenue Figures in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 37: European 6-Year Perspective for Virtual Reality by Region - Percentage Breakdown of Revenues for France, Germany, Italy, UK, and Rest of Europe Markets for Years 2015 and 2020 (includes corresponding Graph/Chart)
Table 38: European Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 39: European 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
4a. FRANCE
A. Market Analysis
Outlook
Select Key Player
B. Market Analytics
Table 40: French Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 41: French 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
4b. GERMANY
A. Market Analysis
Outlook
Product Launch
Strategic Corporate Development
B. Market Analytics
Table 42: German Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 43: German 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
4c. ITALY
A. Market Analysis
Outlook
B. Market Analytics
Table 44: Italian Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 45: Italian 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
4d. UNITED KINGDOM
A. Market Analysis
Outlook
Product Launches
Strategic Corporate Developments
Select Key Player
B. Market Analytics
Table 46: United Kingdom Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 47: United Kingdom 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
4e. REST OF EUROPE
A. Market Analysis
Outlook
Product Launch
Strategic Corporate Developments
Select Key Players
B. Market Analytics
Table 48: Rest of Europe Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 49: Rest of Europe 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
5. ASIA-PACIFIC
A. Market Analysis
Outlook
Huge Mobile User Base in China to Spur Demand for Smartphone Enabled VR Applications and Services
Table 50: Top 10 Countries Worldwide with Active Mobile Subscriptions (in Millions): 2014 (includes corresponding Graph/Chart)
India & China: Two Countries with the Largest Young Population Offer Significant Opportunities
Table 51: Ten Largest Populated Countries Worldwide (July 2013): Total Population (in Millions) by Age Group 0-14 Years, 15-44 Years, 45-64 Years, and 65+ Years for China, India, USA, Indonesia, Brazil, Pakistan, Nigeria, Bangladesh, Russia and Japan (includes corresponding Graph/Chart)
Product Launches
Key Player
B. Market Analytics
Table 52: Asia-Pacific Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 53: Asia-Pacific 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
6. REST OF WORLD
A. Market Analysis
Outlook
Strategic Corporate Development
B. Market Analytics
Table 54: Rest of World Recent Past, Current & Future Analysis for Virtual Reality by End-Use Sector - Consumer and Commercial Markets Independently Analyzed with Annual Revenues in US$ Thousand for Years 2015 through 2020 (includes corresponding Graph/Chart)
Table 55: Rest of World 6-Year Perspective for Virtual Reality by End-Use Sector - Percentage Breakdown of Revenues for Consumer and Commercial Markets for Years 2015 & 2020 (includes corresponding Graph/Chart)
IV. COMPETITIVE LANDSCAPE
Total Companies Profiled: 125 (including Divisions/Subsidiaries - 128)
The United States (73)
Canada (6)
Japan (3)
Europe (33)
- France (6)
- Germany (4)
- The United Kingdom (3)
- Spain (1)
- Rest of Europe (19)
Asia-Pacific (Excluding Japan) (11)
Latin America (1)
Middle East (1)

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