▶ 調査レポート

世界のVRゲーミングギア市場予測(~2028年):イヤホン、VRトレッドミル、VRパソコンバックパック、その他

• 英文タイトル:Global VR Gaming Gear Market 2022 by Manufacturers, Regions, Type and Application, Forecast to 2028

GlobalInfoResearchが調査・発行した産業分析レポートです。世界のVRゲーミングギア市場予測(~2028年):イヤホン、VRトレッドミル、VRパソコンバックパック、その他 / Global VR Gaming Gear Market 2022 by Manufacturers, Regions, Type and Application, Forecast to 2028 / GIR-22F16340資料のイメージです。• レポートコード:GIR-22F16340
• 出版社/出版日:GlobalInfoResearch / 2022年11月
• レポート形態:英文、PDF、126ページ
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レポート概要
「Global VR Gaming Gear Market 2022」レポートは、世界の市場規模、地域および国レベルの市場規模、セグメント市場の成長性、市場シェア、競争環境、販売分析、国内および世界の市場プレーヤーの影響、バリューチェーンの最適化、最近の動向、機会分析、市場成長の戦略的な分析、製品発売、地域市場の拡大などに関する情報を提供します。
グローバルインフォリサーチ社の最新の調査によると、世界のVRゲーミングギアの市場規模は2021年のxxx米ドルから2028年にはxxx米ドルと推定され、xxx%の成長率で成長すると予想されます。

VRゲーミングギア市場はタイプ(種類)とアプリケーション(用途)によって区分されます。2017年~2028年において、量と金額の観点からタイプ別およびアプリケーション別セグメントの売上予測データを提供します。この分析は、適格なニッチ市場をターゲットにすることでビジネスを拡大するのに役立ちます。

タイプ別セグメントは次をカバーします。
・イヤホン、VRトレッドミル、VRパソコンバックパック、その他

アプリケーション別セグメントは次のように区分されます。
・ゲーム機、PC、スマートフォン、その他

世界のVRゲーミングギア市場の主要な市場プレーヤーは以下のとおりです。
・HTC Corporation、Google Inc.、Sony Corporation、Microsoft Corporation、Virtuix Holdings Inc.、Samsung Corporation、Nintendo Co Ltd、Oculus VR, LLC、HP Inc、Xiaomi Corporation、ZEISS Group、Virtuix Omni、Oculus、HP Development Company、Nintendo、Google Inc、Birdly、Sixense STEM、Teslasuit、Feelreal

地域別セグメントは次の地域・国をカバーします。
・北米市場(米国、カナダ、メキシコ)
・ヨーロッパ市場(ドイツ、フランス、イギリス、ロシア、イタリア)
・アジア太平洋市場(日本、中国、韓国、インド、東南アジア、オーストラリア)
・南米市場(ブラジル、アルゼンチン、コロンビア)
・中東・アフリカ市場(サウジアラビア、UAE、エジプト、南アフリカ)

本調査レポートの内容は計15章あります。
・第1章では、VRゲーミングギア製品の調査範囲、市場の概要、市場の成長要因・阻害要因、および市場動向について説明します。
・第2章では、主要なVRゲーミングギアメーカーの企業概要、2019年~2022年までのVRゲーミングギアの価格、販売量、売上、市場シェアを掲載しています。
・第3章では、主要なVRゲーミングギアメーカーの競争状況、販売量、売上、世界市場シェアが重点的に比較分析されています。
・第4章では、2017年~2028年までの地域別VRゲーミングギアの販売量、売上、成長性を示しています。
・第5、6章では、2017年~2028年までのVRゲーミングギアのタイプ別とアプリケーション別の市場規模、市場シェアと成長率を掲載しています。
・第7、8、9、10、11章では、2017年~2022年までの世界の主要国での販売量、売上、市場シェア、並びに2023年~2028年までの主要地域でのVRゲーミングギア市場予測を収録しています。
・第12章では、主要な原材料、主要なサプライヤー、およびVRゲーミングギアの産業チェーンを掲載しています。
・第13、14、15章では、VRゲーミングギアの販売チャネル、販売業者、顧客、調査結果と結論、付録、データソースなどについて説明します。

***** 目次(一部) *****

・市場概要
- VRゲーミングギアの概要
- タイプ別分析(2017年vs2021年vs2028年):イヤホン、VRトレッドミル、VRパソコンバックパック、その他
- アプリケーション別分析(2017年vs2021年vs2028年):ゲーム機、PC、スマートフォン、その他
- 世界のVRゲーミングギア市場規模・予測
- 世界のVRゲーミングギア生産能力分析
- 市場の成長要因・阻害要因・動向
・メーカー情報(企業概要、製品概要、販売量、価格、売上)
- HTC Corporation、Google Inc.、Sony Corporation、Microsoft Corporation、Virtuix Holdings Inc.、Samsung Corporation、Nintendo Co Ltd、Oculus VR, LLC、HP Inc、Xiaomi Corporation、ZEISS Group、Virtuix Omni、Oculus、HP Development Company、Nintendo、Google Inc、Birdly、Sixense STEM、Teslasuit、Feelreal
・メーカー別市場シェア・市場集中度
・地域別市場分析2017年-2028年
・タイプ別分析2017年-2028年:イヤホン、VRトレッドミル、VRパソコンバックパック、その他
・アプリケーション別分析2017年-2028年:ゲーム機、PC、スマートフォン、その他
・VRゲーミングギアの北米市場分析
- VRゲーミングギアの北米市場:タイプ別市場規模2017年-2028年
- VRゲーミングギアの北米市場:アプリケーション別市場規模2017年-2028年
- 主要国別市場規模:アメリカ、カナダ、メキシコなど
・VRゲーミングギアのヨーロッパ市場分析
- :VRゲーミングギアのヨーロッパ市場:タイプ別市場規模2017年-2028年
- :VRゲーミングギアのヨーロッパ市場:アプリケーション別市場規模2017年-2028年
- 主要国別市場規模:ドイツ、イギリス、フランス、ロシア、イタリアなど
・VRゲーミングギアのアジア太平洋市場分析
- VRゲーミングギアのアジア太平洋市場:タイプ別市場規模2017年-2028年
- VRゲーミングギアのアジア太平洋市場:アプリケーション別市場規模2017年-2028年
- 主要国別市場規模:中国、日本、韓国、インド、東南アジア、オーストラリアなど
・VRゲーミングギアの南米市場分析
- VRゲーミングギアの南米市場:タイプ別市場規模2017年-2028年
- VRゲーミングギアの南米市場:アプリケーション別市場規模2017年-2028年
- 主要国別市場規模:ブラジル、アルゼンチンなど
・VRゲーミングギアの中東・アフリカ市場分析
- VRゲーミングギアの中東・アフリカ市場:タイプ別市場規模2017年-2028年
- VRゲーミングギアの中東・アフリカ市場:アプリケーション別市場規模2017年-2028年
- 主要国別市場規模:サウジアラビア、トルコ、エジプト、南アフリカなど
・原材料および産業チェーン
・販売チャネル、流通業者・代理店、顧客リスト
・調査の結果・結論

The VR Gaming Gear market report provides a detailed analysis of global market size, regional and country-level market size, segmentation market growth, market share, competitive Landscape, sales analysis, impact of domestic and global market players, value chain optimization, trade regulations, recent developments, opportunities analysis, strategic market growth analysis, product launches, area marketplace expanding, and technological innovations.
According to our (Global Info Research) latest study, due to COVID-19 pandemic, the global VR Gaming Gear market size is estimated to be worth US$ million in 2021 and is forecast to a readjusted size of USD million by 2028 with a CAGR of % during forecast period 2022-2028. Gaming Console accounting for % of the VR Gaming Gear global market in 2021, is projected to value USD million by 2028, growing at a % CAGR in next six years. While Earphone segment is altered to a % CAGR between 2022 and 2028.
Global key manufacturers of VR Gaming Gear include HTC Corporation, Google Inc., Sony Corporation, Microsoft Corporation, and Virtuix Holdings Inc., etc. In terms of revenue, the global top four players hold a share over % in 2021.
Market segmentation
VR Gaming Gear market is split by Type and by Application. For the period 2017-2028, the growth among segments provide accurate calculations and forecasts for sales by Type and by Application in terms of volume and value. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type, covers
Earphone
VR Treadmill
VR Computer Backpack
Others
Market segment by Application can be divided into
Gaming Console
PC
Smartphone
Others
The key market players for global VR Gaming Gear market are listed below:
HTC Corporation
Google Inc.
Sony Corporation
Microsoft Corporation
Virtuix Holdings Inc.
Samsung Corporation
Nintendo Co Ltd
Oculus VR, LLC
HP Inc
Xiaomi Corporation
ZEISS Group
Virtuix Omni
Oculus
HP Development Company
Nintendo
Google Inc
Birdly
Sixense STEM
Teslasuit
Feelreal
Market segment by region, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe VR Gaming Gear product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top manufacturers of VR Gaming Gear, with price, sales, revenue and global market share of VR Gaming Gear from 2019 to 2022.
Chapter 3, the VR Gaming Gear competitive situation, sales, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the VR Gaming Gear breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2017 to 2028.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2017 to 2028.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales, revenue and market share for key countries in the world, from 2017 to 2022.and VR Gaming Gear market forecast, by regions, type and application, with sales and revenue, from 2023 to 2028.
Chapter 12, the key raw materials and key suppliers, and industry chain of VR Gaming Gear.
Chapter 13, 14, and 15, to describe VR Gaming Gear sales channel, distributors, customers, research findings and conclusion, appendix and data source.

レポート目次

1 Market Overview
1.1 VR Gaming Gear Introduction
1.2 Market Analysis by Type
1.2.1 Overview: Global VR Gaming Gear Revenue by Type: 2017 Versus 2021 Versus 2028
1.2.2 Earphone
1.2.3 VR Treadmill
1.2.4 VR Computer Backpack
1.2.5 Others
1.3 Market Analysis by Application
1.3.1 Overview: Global VR Gaming Gear Revenue by Application: 2017 Versus 2021 Versus 2028
1.3.2 Gaming Console
1.3.3 PC
1.3.4 Smartphone
1.3.5 Others
1.4 Global VR Gaming Gear Market Size & Forecast
1.4.1 Global VR Gaming Gear Sales in Value (2017 & 2021 & 2028)
1.4.2 Global VR Gaming Gear Sales in Volume (2017-2028)
1.4.3 Global VR Gaming Gear Price (2017-2028)
1.5 Global VR Gaming Gear Production Capacity Analysis
1.5.1 Global VR Gaming Gear Total Production Capacity (2017-2028)
1.5.2 Global VR Gaming Gear Production Capacity by Geographic Region
1.6 Market Drivers, Restraints and Trends
1.6.1 VR Gaming Gear Market Drivers
1.6.2 VR Gaming Gear Market Restraints
1.6.3 VR Gaming Gear Trends Analysis
2 Manufacturers Profiles
2.1 HTC Corporation
2.1.1 HTC Corporation Details
2.1.2 HTC Corporation Major Business
2.1.3 HTC Corporation VR Gaming Gear Product and Services
2.1.4 HTC Corporation VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.2 Google Inc.
2.2.1 Google Inc. Details
2.2.2 Google Inc. Major Business
2.2.3 Google Inc. VR Gaming Gear Product and Services
2.2.4 Google Inc. VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.3 Sony Corporation
2.3.1 Sony Corporation Details
2.3.2 Sony Corporation Major Business
2.3.3 Sony Corporation VR Gaming Gear Product and Services
2.3.4 Sony Corporation VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.4 Microsoft Corporation
2.4.1 Microsoft Corporation Details
2.4.2 Microsoft Corporation Major Business
2.4.3 Microsoft Corporation VR Gaming Gear Product and Services
2.4.4 Microsoft Corporation VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.5 Virtuix Holdings Inc.
2.5.1 Virtuix Holdings Inc. Details
2.5.2 Virtuix Holdings Inc. Major Business
2.5.3 Virtuix Holdings Inc. VR Gaming Gear Product and Services
2.5.4 Virtuix Holdings Inc. VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.6 Samsung Corporation
2.6.1 Samsung Corporation Details
2.6.2 Samsung Corporation Major Business
2.6.3 Samsung Corporation VR Gaming Gear Product and Services
2.6.4 Samsung Corporation VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.7 Nintendo Co Ltd
2.7.1 Nintendo Co Ltd Details
2.7.2 Nintendo Co Ltd Major Business
2.7.3 Nintendo Co Ltd VR Gaming Gear Product and Services
2.7.4 Nintendo Co Ltd VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.8 Oculus VR, LLC
2.8.1 Oculus VR, LLC Details
2.8.2 Oculus VR, LLC Major Business
2.8.3 Oculus VR, LLC VR Gaming Gear Product and Services
2.8.4 Oculus VR, LLC VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.9 HP Inc
2.9.1 HP Inc Details
2.9.2 HP Inc Major Business
2.9.3 HP Inc VR Gaming Gear Product and Services
2.9.4 HP Inc VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.10 Xiaomi Corporation
2.10.1 Xiaomi Corporation Details
2.10.2 Xiaomi Corporation Major Business
2.10.3 Xiaomi Corporation VR Gaming Gear Product and Services
2.10.4 Xiaomi Corporation VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.11 ZEISS Group
2.11.1 ZEISS Group Details
2.11.2 ZEISS Group Major Business
2.11.3 ZEISS Group VR Gaming Gear Product and Services
2.11.4 ZEISS Group VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.12 Virtuix Omni
2.12.1 Virtuix Omni Details
2.12.2 Virtuix Omni Major Business
2.12.3 Virtuix Omni VR Gaming Gear Product and Services
2.12.4 Virtuix Omni VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.13 Oculus
2.13.1 Oculus Details
2.13.2 Oculus Major Business
2.13.3 Oculus VR Gaming Gear Product and Services
2.13.4 Oculus VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.14 HP Development Company
2.14.1 HP Development Company Details
2.14.2 HP Development Company Major Business
2.14.3 HP Development Company VR Gaming Gear Product and Services
2.14.4 HP Development Company VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.15 Nintendo
2.15.1 Nintendo Details
2.15.2 Nintendo Major Business
2.15.3 Nintendo VR Gaming Gear Product and Services
2.15.4 Nintendo VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.16 Google Inc
2.16.1 Google Inc Details
2.16.2 Google Inc Major Business
2.16.3 Google Inc VR Gaming Gear Product and Services
2.16.4 Google Inc VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.17 Birdly
2.17.1 Birdly Details
2.17.2 Birdly Major Business
2.17.3 Birdly VR Gaming Gear Product and Services
2.17.4 Birdly VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.18 Sixense STEM
2.18.1 Sixense STEM Details
2.18.2 Sixense STEM Major Business
2.18.3 Sixense STEM VR Gaming Gear Product and Services
2.18.4 Sixense STEM VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.19 Teslasuit
2.19.1 Teslasuit Details
2.19.2 Teslasuit Major Business
2.19.3 Teslasuit VR Gaming Gear Product and Services
2.19.4 Teslasuit VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
2.20 Feelreal
2.20.1 Feelreal Details
2.20.2 Feelreal Major Business
2.20.3 Feelreal VR Gaming Gear Product and Services
2.20.4 Feelreal VR Gaming Gear Sales, Price, Revenue, Gross Margin and Market Share (2019, 2020, 2021, and 2022)
3 VR Gaming Gear Breakdown Data by Manufacturer
3.1 Global VR Gaming Gear Sales in Volume by Manufacturer (2019, 2020, 2021, and 2022)
3.2 Global VR Gaming Gear Revenue by Manufacturer (2019, 2020, 2021, and 2022)
3.3 Key Manufacturer Market Position in VR Gaming Gear
3.4 Market Concentration Rate
3.4.1 Top 3 VR Gaming Gear Manufacturer Market Share in 2021
3.4.2 Top 6 VR Gaming Gear Manufacturer Market Share in 2021
3.5 Global VR Gaming Gear Production Capacity by Company: 2021 VS 2022
3.6 Manufacturer by Geography: Head Office and VR Gaming Gear Production Site
3.7 New Entrant and Capacity Expansion Plans
3.8 Mergers & Acquisitions
4 Market Analysis by Region
4.1 Global VR Gaming Gear Market Size by Region
4.1.1 Global VR Gaming Gear Sales in Volume by Region (2017-2028)
4.1.2 Global VR Gaming Gear Revenue by Region (2017-2028)
4.2 North America VR Gaming Gear Revenue (2017-2028)
4.3 Europe VR Gaming Gear Revenue (2017-2028)
4.4 Asia-Pacific VR Gaming Gear Revenue (2017-2028)
4.5 South America VR Gaming Gear Revenue (2017-2028)
4.6 Middle East and Africa VR Gaming Gear Revenue (2017-2028)
5 Market Segment by Type
5.1 Global VR Gaming Gear Sales in Volume by Type (2017-2028)
5.2 Global VR Gaming Gear Revenue by Type (2017-2028)
5.3 Global VR Gaming Gear Price by Type (2017-2028)
6 Market Segment by Application
6.1 Global VR Gaming Gear Sales in Volume by Application (2017-2028)
6.2 Global VR Gaming Gear Revenue by Application (2017-2028)
6.3 Global VR Gaming Gear Price by Application (2017-2028)
7 North America by Country, by Type, and by Application
7.1 North America VR Gaming Gear Sales by Type (2017-2028)
7.2 North America VR Gaming Gear Sales by Application (2017-2028)
7.3 North America VR Gaming Gear Market Size by Country
7.3.1 North America VR Gaming Gear Sales in Volume by Country (2017-2028)
7.3.2 North America VR Gaming Gear Revenue by Country (2017-2028)
7.3.3 United States Market Size and Forecast (2017-2028)
7.3.4 Canada Market Size and Forecast (2017-2028)
7.3.5 Mexico Market Size and Forecast (2017-2028)
8 Europe by Country, by Type, and by Application
8.1 Europe VR Gaming Gear Sales by Type (2017-2028)
8.2 Europe VR Gaming Gear Sales by Application (2017-2028)
8.3 Europe VR Gaming Gear Market Size by Country
8.3.1 Europe VR Gaming Gear Sales in Volume by Country (2017-2028)
8.3.2 Europe VR Gaming Gear Revenue by Country (2017-2028)
8.3.3 Germany Market Size and Forecast (2017-2028)
8.3.4 France Market Size and Forecast (2017-2028)
8.3.5 United Kingdom Market Size and Forecast (2017-2028)
8.3.6 Russia Market Size and Forecast (2017-2028)
8.3.7 Italy Market Size and Forecast (2017-2028)
9 Asia-Pacific by Region, by Type, and by Application
9.1 Asia-Pacific VR Gaming Gear Sales by Type (2017-2028)
9.2 Asia-Pacific VR Gaming Gear Sales by Application (2017-2028)
9.3 Asia-Pacific VR Gaming Gear Market Size by Region
9.3.1 Asia-Pacific VR Gaming Gear Sales in Volume by Region (2017-2028)
9.3.2 Asia-Pacific VR Gaming Gear Revenue by Region (2017-2028)
9.3.3 China Market Size and Forecast (2017-2028)
9.3.4 Japan Market Size and Forecast (2017-2028)
9.3.5 Korea Market Size and Forecast (2017-2028)
9.3.6 India Market Size and Forecast (2017-2028)
9.3.7 Southeast Asia Market Size and Forecast (2017-2028)
9.3.8 Australia Market Size and Forecast (2017-2028)
10 South America by Region, by Type, and by Application
10.1 South America VR Gaming Gear Sales by Type (2017-2028)
10.2 South America VR Gaming Gear Sales by Application (2017-2028)
10.3 South America VR Gaming Gear Market Size by Country
10.3.1 South America VR Gaming Gear Sales in Volume by Country (2017-2028)
10.3.2 South America VR Gaming Gear Revenue by Country (2017-2028)
10.3.3 Brazil Market Size and Forecast (2017-2028)
10.3.4 Argentina Market Size and Forecast (2017-2028)
11 Middle East & Africa by Country, by Type, and by Application
11.1 Middle East & Africa VR Gaming Gear Sales by Type (2017-2028)
11.2 Middle East & Africa VR Gaming Gear Sales by Application (2017-2028)
11.3 Middle East & Africa VR Gaming Gear Market Size by Country
11.3.1 Middle East & Africa VR Gaming Gear Sales in Volume by Country (2017-2028)
11.3.2 Middle East & Africa VR Gaming Gear Revenue by Country (2017-2028)
11.3.3 Turkey Market Size and Forecast (2017-2028)
11.3.4 Egypt Market Size and Forecast (2017-2028)
11.3.5 Saudi Arabia Market Size and Forecast (2017-2028)
11.3.6 South Africa Market Size and Forecast (2017-2028)
12 Raw Material and Industry Chain
12.1 Raw Material of VR Gaming Gear and Key Manufacturers
12.2 Manufacturing Costs Percentage of VR Gaming Gear
12.3 VR Gaming Gear Production Process
12.4 VR Gaming Gear Industrial Chain
13 Sales Channel, Distributors, Traders and Dealers
13.1 Sales Channel
13.1.1 Direct Marketing
13.1.2 Indirect Marketing
13.2 VR Gaming Gear Typical Distributors
13.3 VR Gaming Gear Typical Customers
14 Research Findings and Conclusion
15 Appendix
15.1 Methodology
15.2 Research Process and Data Source
15.3 Disclaimer