Virtual Reality Headset Market Report
商品番号 : SMB-73927
出版社 | IMARC Group |
出版年月 | 2025年2月 |
ページ数 | 135 |
価格タイプ | シングルユーザライセンス |
価格 | USD 2,999 |
種別 | 英文調査報告書 |
Report Overview
The global virtual reality headset market size reached USD 14.1 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 69.9 Billion by 2033, exhibiting a growth rate (CAGR) of 19.33% during 2025-2033. The integration of artificial intelligence (AI), and machine learning technologies, the increasing implementation of advanced features in VR headsets, and extensive research and development (R&D) activities by leading players are some of the major factors propelling the market.
世界のバーチャルリアリティヘッドセット市場規模は、2024年に141億米ドルに達しました。今後、IMARCグループは、市場が2033年までに699億米ドルに達し、2025年から2033年にかけて19.33%の成長率(CAGR)を示すと予測しています。人工知能(AI)と機械学習技術の統合、VRヘッドセットへの高度な機能の実装の増加、大手企業による広範な研究開発(R&D)活動は、市場を推進する主な要因の一部です。
A virtual reality (VR) headset refers to a wearable device that immerses users in a computer-generated virtual environment, simulating a three-dimensional visual and auditory experience. It typically consists of a head-mounted display (HMD) and integrated sensors that track the user’s head movements, allowing them to interact with the virtual world in a realistic and immersive way. The HMD typically contains one or more screens that display stereoscopic images, creating a sense of depth and presence. Some VR headsets also incorporate built-in audio systems or support external headphones for a fully immersive audio experience. Virtual reality headsets are used in various applications, including gaming, entertainment, education, training, and simulations.
バーチャルリアリティ (VR) ヘッドセットとは、コンピューターで生成された仮想環境にユーザーを没入させ、3 次元の視覚および聴覚体験をシミュレートするウェアラブルデバイスのことです。通常、ヘッドマウントディスプレイ (HMD) と、ユーザーの頭の動きを追跡する統合センサーで構成され、ユーザーはリアルで没入感のある方法で仮想世界と対話できます。HMD には通常、立体画像を表示する 1 つ以上の画面が含まれており、奥行きと存在感を生み出します。一部の VRヘッドセットには、オーディオシステムが組み込まれているか、外部ヘッドフォンをサポートして、完全に没入感のあるオーディオ体験を実現します。バーチャルリアリティヘッドセットは、ゲーム、エンターテイメント、教育、トレーニング、シミュレーションなど、さまざまな用途で使用されます。
The continual progress in gaming technology is driving the global market. This can be attributed to the integration of artificial intelligence (AI), and machine learning technologies with VR headsets, which provide users with realistic experiences in terms of visuals, sounds, and sensations. This trend has generated a positive outlook for the market. Additionally, the market is benefiting from the increasing implementation of advanced features in VR headsets, such as a wider field of view, higher frame rates, precise position and head tracking, and immersive spatial audio and sound effects. These features are particularly appealing to young adults and are gaining popularity among the masses. The market expansion is further supported by factors such as rapid digitization and the investments made by major industry players in extensive research and development (R&D) endeavors to enhance existing VR headset technology.
Virtual Reality Headset Market Trends/Drivers:
Increasing Adoption in Gaming And Entertainment
One of the primary market drivers for virtual reality (VR) is its increasing adoption in the gaming and entertainment industry. VR technology has revolutionized gaming by providing an immersive and realistic experience to players. With the development of high-quality graphics, motion tracking sensors, and haptic feedback systems, VR gaming has gained significant traction. The ability to transport players into virtual worlds and allow them to interact with the environment has greatly enhanced the gaming experience. As a result, demand for VR headsets and content has increased fuelling market growth. Moreover, major players in the gaming industry are heavily investing in VR development, creating a wide range of VR games and experiences. This has attracted a growing user base, including both gaming enthusiasts and casual gamers, fueling the demand for VR devices. Also, the introduction of standalone VR headsets has made the technology more accessible and convenient for consumers, further impelling its adoption in the gaming market.
Expanding Applications in Healthcare and Medical Training
Virtual reality is finding increasing applications in the healthcare and medical training sectors, serving as another significant market driver. VR technology offers realistic simulations that enable medical professionals to enhance their skills, improve patient care, and reduce risks. Medical training programs incorporating VR allow students and practitioners to practice complex procedures in a safe and controlled environment. Surgeons can perform virtual surgeries to refine their techniques before operating on real patients, leading to improved surgical outcomes. Additionally, VR is being used for patient education, allowing individuals to visualize medical conditions and treatment procedures in an immersive manner. Moreover, VR-based therapies are being explored for pain management, mental health treatments, and rehabilitation. These applications have shown promising results and are driving the adoption of VR in healthcare.
Growing Demand for Virtual Collaboration and Remote Work Solutions
The COVID-19 pandemic has accelerated the adoption of remote work and virtual collaboration solutions, and virtual reality has emerged as a prominent technology in this space. VR provides a unique and immersive experience that goes beyond traditional video conferencing tools, enabling teams to collaborate in a virtual environment regardless of their physical locations. Users can hold virtual meetings, brainstorm ideas, and collaborate on projects as if they were in the same room, fostering a sense of presence and enhancing communication and collaboration. With the increasing acceptance of remote work models, businesses are seeking innovative solutions to bridge the physical distance between team members. VR collaboration platforms offer a compelling alternative, enabling more engaging and interactive remote meetings, training sessions, and presentations. As a result, there is a growing demand for VR solutions that facilitate virtual collaboration and remote work, driving market growth in this segment.
Virtual Reality Headset Market Report Scope:
Report Features | Details |
---|---|
Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Billion USD |
Scope of the Report | Exploration of Historical and Forecast Trends, Industry Catalysts and Challenges, Segment-Wise Historical and Predictive Market Assessment:
|
Products Covered | PC Based, Console Based, Smartphone Based, Standalone |
Materials Covered | Plastic, Paper, Others |
End Users Covered | Consumer Electronics, Healthcare, Games and Entertainment, Automobile, Education, Real Estate, Military |
Regions Covered | Asia Pacific, Europe, North America, Latin America, Middle East and Africa |
Companies Covered | Fove Inc., Google LLC (Alphabet Inc.), HTC Corporation, LG Electronics Inc., Merge Labs Inc., Meta Platforms Inc., Samsung Electronics Co. Ltd., Sony Interactive Entertainment LLC (Sony Group Corporation), etc. |
Customization Scope | 10% Free Customization |
Post-Sale Analyst Support | 10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |
Virtual Reality Headset Industry Segmentation:
IMARC Group provides an analysis of the key trends in each segment of the global virtual reality headset market report, along with forecasts at the global and regional levels from 2025-2033. Our report has categorized the market based on product, material and end user
Breakup by Product:
- PC Based
- Console Based
- Smartphone Based
- Standalone
Standalone dominates the market
The report has provided a detailed breakup and analysis of the market based on the product. This includes PC based, console based, smartphone based, and standalone. According to the report, standalone equipment represented the largest segment.
On the basis of product, the standalone VR headsets represent the largest product segment in the virtual reality headset market. Standalone VR headsets are self-contained devices that do not require external connections to a computer or gaming console. They incorporate all the necessary components, including displays, processors, sensors, and built-in batteries, to provide a fully immersive VR experience. The popularity of standalone VR headsets can be attributed to their ease of use and convenience. This accessibility has broadened the appeal of VR technology, attracting a wider range of consumers, including casual users and those who may not have technical expertise. Furthermore, standalone the headsets have witnessed significant advancements in terms of performance and features. Manufacturers are focussing on improving display resolutions, increasing processing power, enhancing graphics capabilities, and refining tracking systems, all while ensuring portability and comfort.
Breakup by Material:
- Plastic
- Paper
- Others
Plastic holds the largest share in the market
A detailed breakup and analysis of the market based on the material has also been provided in the report. This includes plastic, paper, and others. According to the report, plastic accounted for the largest market share.
On the basis of material, plastic represents the largest segment in the virtual reality headset market. Plastic is widely used in the manufacturing of VR headsets due to its versatility, durability, and cost-effectiveness. Plastic is also relatively flexible, allowing for ergonomic designs that conform to the shape of the user’s head. This flexibility enables manufacturers to create adjustable headbands and cushioned padding, enhancing overall comfort. Additionally, plastic materials can be molded into complex shapes and designs, providing flexibility in the design and aesthetics of VR headsets. This enables manufacturers to create sleek, visually appealing devices that align with consumer preferences. Plastic is a cost-effective material compared to alternatives such as metal or composite materials. The relatively low production costs associated with plastic contribute to making VR headsets more accessible to a larger consumer base.
Breakup by End-User:
- Consumer Electronics
- Healthcare
- Games and Entertainment
- Automobile
- Education
- Real Estate
- Military
Games and entertainment hold the largest share in the market
A detailed breakup and analysis of the market based on the end user has also been provided in the report. This includes consumer electronics, healthcare, games and entertainment, automobile, education, real estate, and military. According to the report, games and entertainment accounted for the largest market share.
VR technology has had a significant impact on the gaming and entertainment sector, providing users with immersive and interactive experiences. The gaming industry has embraced VR as a way to deliver a more engaging and realistic gameplay experience. VR headsets allow gamers to step into virtual worlds, interact with virtual objects, and experience gameplay in a whole new way. The ability to move and interact within the virtual environment creates a heightened sense of immersion and presence, enhancing the overall gaming experience. Moreover, VR has expanded beyond gaming into other areas of entertainment. Virtual reality experiences have been developed for movies, music, sports, and live events, offering viewers an immersive and interactive form of entertainment. The demand for VR headsets in the games and entertainment segment is fuelled by the increasing popularity of virtual reality gaming and the desire for more immersive and interactive entertainment experiences.
Breakup by Region:
- Europe
- North America
- Asia Pacific
- Middle East and Africa
- Latin America
Asia Pacific exhibits a clear dominance, represented the largest virtual reality headset market share
The report has also provided a comprehensive analysis of all the major regional markets, which include Europe, North America, Asia Pacific, the Middle East and Africa, and Latin America. According to the report, Asia Pacific accounted for the largest market share.
Region-wise, Asia Pacific exhibits a clear dominance in the virtual reality (VR) headset market. One of the primary factors contributing to the dominance of the Asia Pacific region is its large consumer base. Moreover, the growing middle-class population with increasing disposable incomes further drives the demand for VR headsets and content. Additionally, Asia Pacific is home to some of the major players in the VR industry. Leading VR headset manufacturers, content developers, and technology innovators are based in this region. Their presence, coupled with a robust ecosystem of VR startups and developers, fosters innovation, and augments market growth. Furthermore, governments in the Asia Pacific region have shown support for VR technology through initiatives, investments, and policies that encourage its adoption and development. These factors create a conducive environment for the growth of the VR headset market.
Competitive Landscape:
Companies in the virtual reality (VR) headset market are actively engaged in various activities to drive innovation, improve user experiences, expand their product offerings, and capture a larger market share. Moreover, several leading players are heavily investing in research and development (R&D) to enhance the technology, design, and features of VR headsets. Additionally, they focus on improving display resolutions, reducing motion sickness, increasing field of view, enhancing tracking accuracy, and developing more comfortable and ergonomic designs. Furthermore, VR headset companies collaborate with content developers and game studios to create a diverse range of VR experiences and applications. This involves partnerships, licensing agreements, and sometimes even in-house development of exclusive content. Major companies also participate in trade shows, exhibitions, and marketing campaigns to raise awareness and drive demand for their VR headsets.
The report has provided a comprehensive analysis of the competitive landscape in the market. Detailed profiles of all major companies have also been provided. Some of the key players in the market include:
- Fove Inc.
- Google LLC (Alphabet Inc.)
- HTC Corporation
- LG Electronics Inc.
- Merge Labs Inc.
- Meta Platforms Inc.
- Samsung Electronics Co. Ltd.
- Sony Interactive Entertainment LLC (Sony Group Corporation)
Key Questions Answered in This Report
1.What was the size of the global virtual reality headset market in 2024?
2.What is the expected growth rate of the global virtual reality headset market during 2025-2033?
3.What are the key factors driving the global virtual reality headset market?
4.What has been the impact of COVID-19 on the global virtual reality headset market?
5.What is the breakup of the global virtual reality headset market based on the product?
6.What is the breakup of the global virtual reality headset market based on the material?
7.What is the breakup of the global virtual reality headset market based on the end-user?
8.What are the key regions in the global virtual reality headset market?
9.Who are the key players/companies in the global virtual reality headset market?
Table of Contents
1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Introduction
4.1 Overview
4.2 Key Industry Trends
5 Global Virtual Reality Headset Market
5.1 Market Overview
5.2 Market Performance
5.3 Impact of COVID-19
5.4 Market Breakup by Product
5.5 Market Breakup by Material
5.6 Market Breakup by End-User
5.7 Market Breakup by Region
5.8 Market Forecast
6 Market Breakup by Product
6.1 PC Based
6.1.1 Market Trends
6.1.2 Market Forecast
6.2 Console Based
6.2.1 Market Trends
6.2.2 Market Forecast
6.3 Smartphone Based
6.3.1 Market Trends
6.3.2 Market Forecast
6.4 Standalone
6.4.1 Market Trends
6.4.2 Market Forecast
7 Market Breakup by Material
7.1 Plastic
7.1.1 Market Trends
7.1.2 Market Forecast
7.2 Paper
7.2.1 Market Trends
7.2.2 Market Forecast
7.3 Others
7.3.1 Market Trends
7.3.2 Market Forecast
8 Market Breakup by End-User
8.1 Consumer Electronics
8.1.1 Market Trends
8.1.2 Market Forecast
8.2 Healthcare
8.2.1 Market Trends
8.2.2 Market Forecast
8.3 Games and Entertainment
8.3.1 Market Trends
8.3.2 Market Forecast
8.4 Automobile
8.4.1 Market Trends
8.4.2 Market Forecast
8.5 Education
8.5.1 Market Trends
8.5.2 Market Forecast
8.6 Real Estate
8.6.1 Market Trends
8.6.2 Market Forecast
8.7 Military
8.7.1 Market Trends
8.7.2 Market Forecast
9 Market Breakup by Region
9.1 Europe
9.1.1 Market Trends
9.1.2 Market Forecast
9.2 North America
9.2.1 Market Trends
9.2.2 Market Forecast
9.3 Asia Pacific
9.3.1 Market Trends
9.3.2 Market Forecast
9.4 Middle East and Africa
9.4.1 Market Trends
9.4.2 Market Forecast
9.5 Latin America
9.5.1 Market Trends
9.5.2 Market Forecast
10 SWOT Analysis
10.1 Overview
10.2 Strengths
10.3 Weaknesses
10.4 Opportunities
10.5 Threats
11 Value Chain Analysis
12 Porter’s Five Forces Analysis
12.1 Overview
12.2 Bargaining Power of Buyers
12.3 Bargaining Power of Suppliers
12.4 Degree of Competition
12.5 Threat of New Entrants
12.6 Threat of Substitutes
13 Price Analysis
14 Competitive Landscape
14.1 Market Structure
14.2 Key Players
14.3 Profiles of Key Players
14.3.1 Fove Inc.
14.3.1.1 Company Overview
14.3.1.2 Product Portfolio
14.3.2 Google LLC (Alphabet Inc.)
14.3.2.1 Company Overview
14.3.2.2 Product Portfolio
14.3.2.3 SWOT Analysis
14.3.3 HTC Corporation
14.3.3.1 Company Overview
14.3.3.2 Product Portfolio
14.3.3.3 Financials
14.3.4 LG Electronics Inc.
14.3.4.1 Company Overview
14.3.4.2 Product Portfolio
14.3.4.3 Financials
14.3.4.4 SWOT Analysis
14.3.5 Merge Labs Inc.
14.3.5.1 Company Overview
14.3.5.2 Product Portfolio
14.3.6 Meta Platforms Inc.
14.3.6.1 Company Overview
14.3.6.2 Product Portfolio
14.3.6.3 Financials
14.3.6.4 SWOT Analysis
14.3.7 Samsung Electronics Co. Ltd.
14.3.7.1 Company Overview
14.3.7.2 Product Portfolio
14.3.7.3 Financials
14.3.7.4 SWOT Analysis
14.3.8 Sony Interactive Entertainment LLC (Sony Group Corporation)
14.3.8.1 Company Overview
14.3.8.2 Product Portfolio
List of Tables
Table 1: Global: Virtual Reality Headset Market: Key Industry Highlights, 2024 and 2033
Table 2: Global: Virtual Reality Headset Market Forecast: Breakup by Product (in Million USD), 2025-2033
Table 3: Global: Virtual Reality Headset Market Forecast: Breakup by Material (in Million USD), 2025-2033
Table 4: Global: Virtual Reality Headset Market Forecast: Breakup by End-User (in Million USD), 2025-2033
Table 5: Global: Virtual Reality Headset Market Forecast: Breakup by Region (in Million USD), 2025-2033
Table 6: Global: Virtual Reality Headset Market Structure
Table 7: Global: Virtual Reality Headset Market: Key Players
List of Figures
Figure 1: Global: Virtual Reality Headset Market: Major Drivers and Challenges
Figure 2: Global: Virtual Reality Headset Market: Sales Value (in Billion USD), 2019-2024
Figure 3: Global: Virtual Reality Headset Market: Breakup by Product (in %), 2024
Figure 4: Global: Virtual Reality Headset Market: Breakup by Material (in %), 2024
Figure 5: Global: Virtual Reality Headset Market: Breakup by End-User (in %), 2024
Figure 6: Global: Virtual Reality Headset Market: Breakup by Region (in %), 2024
Figure 7: Global: Virtual Reality Headset Market Forecast: Sales Value (in Billion USD), 2025-2033
Figure 8: Global: Virtual Reality Headset Industry: SWOT Analysis
Figure 9: Global: Virtual Reality Headset Industry: Value Chain Analysis
Figure 10: Global: Virtual Reality Headset Industry: Porter’s Five Forces Analysis
Figure 11: Global: Virtual Reality Headset (PC Based) Market: Sales Value (in Million USD), 2019 & 2024
Figure 12: Global: Virtual Reality Headset (PC Based) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 13: Global: Virtual Reality Headset (Console Based) Market: Sales Value (in Million USD), 2019 & 2024
Figure 14: Global: Virtual Reality Headset (Console Based) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 15: Global: Virtual Reality Headset (Smartphone Based) Market: Sales Value (in Million USD), 2019 & 2024
Figure 16: Global: Virtual Reality Headset (Smartphone Based) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 17: Global: Virtual Reality Headset (Standalone) Market: Sales Value (in Million USD), 2019 & 2024
Figure 18: Global: Virtual Reality Headset (Standalone) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 19: Global: Virtual Reality Headset (Plastic) Market: Sales Value (in Million USD), 2019 & 2024
Figure 20: Global: Virtual Reality Headset (Plastic) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 21: Global: Virtual Reality Headset (Paper) Market: Sales Value (in Million USD), 2019 & 2024
Figure 22: Global: Virtual Reality Headset (Paper) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 23: Global: Virtual Reality Headset (Other Materials) Market: Sales Value (in Million USD), 2019 & 2024
Figure 24: Global: Virtual Reality Headset (Other Materials) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 25: Global: Virtual Reality Headset (Consumer Electronics) Market: Sales Value (in Million USD), 2019 & 2024
Figure 26: Global: Virtual Reality Headset (Consumer Electronics) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 27: Global: Virtual Reality Headset (Healthcare) Market: Sales Value (in Million USD), 2019 & 2024
Figure 28: Global: Virtual Reality Headset (Healthcare) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 29: Global: Virtual Reality Headset (Games and Entertainment) Market: Sales Value (in Million USD), 2019 & 2024
Figure 30: Global: Virtual Reality Headset (Games and Entertainment) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 31: Global: Virtual Reality Headset (Automobile) Market: Sales Value (in Million USD), 2019 & 2024
Figure 32: Global: Virtual Reality Headset (Automobile) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 33: Global: Virtual Reality Headset (Education) Market: Sales Value (in Million USD), 2019 & 2024
Figure 34: Global: Virtual Reality Headset (Education) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 35: Global: Virtual Reality Headset (Real Estate) Market: Sales Value (in Million USD), 2019 & 2024
Figure 36: Global: Virtual Reality Headset (Real Estate) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 37: Global: Virtual Reality Headset (Military) Market: Sales Value (in Million USD), 2019 & 2024
Figure 38: Global: Virtual Reality Headset (Military) Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 39: North America: Virtual Reality Headset Market: Sales Value (in Million USD), 2019 & 2024
Figure 40: North America: Virtual Reality Headset Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 41: Europe: Virtual Reality Headset Market: Sales Value (in Million USD), 2019 & 2024
Figure 42: Europe: Virtual Reality Headset Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 43: Asia Pacific: Virtual Reality Headset Market: Sales Value (in Million USD), 2019 & 2024
Figure 44: Asia Pacific: Virtual Reality Headset Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 45: Middle East and Africa: Virtual Reality Headset Market: Sales Value (in Million USD), 2019 & 2024
Figure 46: Middle East and Africa: Virtual Reality Headset Market Forecast: Sales Value (in Million USD), 2025-2033
Figure 47: Latin America: Virtual Reality Headset Market: Sales Value (in Million USD), 2019 & 2024
Figure 48: Latin America: Virtual Reality Headset Market Forecast: Sales Value (in Million USD), 2025-2033
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