CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. Moderate bargaining power of suppliers
3.3.2. Moderate bargaining power of buyers
3.3.3. Moderate threat of substitutes
3.3.4. High threat of new entrants
3.3.5. Moderate intensity of rivalry
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. Growing demand for virtual space in the metaverse through AR, VR, and ML
3.4.1.2. Increasing demand for AI-based virtual humans in the healthcare sector
3.4.1.3. Rising awareness of creating virtual social-emotional support
3.4.2. Restraints
3.4.2.1. Technological limitations due to the expensive development of intelligent applications
3.4.2.2. Reducing labor demand
3.4.3. Opportunities
3.4.3.1. Surge in machine-to-human customer interaction in various end-use verticals
3.4.3.2. Adoption of smart and interactive educational solutions
3.5. COVID-19 Impact Analysis on the market
CHAPTER 4: VIRTUAL HUMANS MARKET, BY TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Avatars
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.2.4. Avatars Virtual Humans Market by Avatars
4.2.4.1. Interactive Digital Human Avatar Market size and forecast, by region
4.2.4.2. Non-Interactive Digital Human Avatar Market size and forecast, by region
4.3. Autonomous Virtual Humans
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
CHAPTER 5: VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL
5.1. Overview
5.1.1. Market size and forecast
5.2. BFSI
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. Education
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Retail
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Healthcare
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
5.6. Automotive
5.6.1. Key market trends, growth factors and opportunities
5.6.2. Market size and forecast, by region
5.6.3. Market share analysis by country
5.7. IT and Telecommunications
5.7.1. Key market trends, growth factors and opportunities
5.7.2. Market size and forecast, by region
5.7.3. Market share analysis by country
5.8. Gaming and Entertainment
5.8.1. Key market trends, growth factors and opportunities
5.8.2. Market size and forecast, by region
5.8.3. Market share analysis by country
5.9. Others
5.9.1. Key market trends, growth factors and opportunities
5.9.2. Market size and forecast, by region
5.9.3. Market share analysis by country
CHAPTER 6: VIRTUAL HUMANS MARKET, BY REGION
6.1. Overview
6.1.1. Market size and forecast By Region
6.2. North America
6.2.1. Key trends and opportunities
6.2.2. Market size and forecast, by Type
6.2.2.1. North America Avatars Virtual Humans Market by Avatars
6.2.3. Market size and forecast, by Industry Vertical
6.2.4. Market size and forecast, by country
6.2.4.1. U.S.
6.2.4.1.1. Key market trends, growth factors and opportunities
6.2.4.1.2. Market size and forecast, by Type
6.2.4.1.3. Market size and forecast, by Industry Vertical
6.2.4.2. Canada
6.2.4.2.1. Key market trends, growth factors and opportunities
6.2.4.2.2. Market size and forecast, by Type
6.2.4.2.3. Market size and forecast, by Industry Vertical
6.3. Europe
6.3.1. Key trends and opportunities
6.3.2. Market size and forecast, by Type
6.3.2.1. Europe Avatars Virtual Humans Market by Avatars
6.3.3. Market size and forecast, by Industry Vertical
6.3.4. Market size and forecast, by country
6.3.4.1. Germany
6.3.4.1.1. Key market trends, growth factors and opportunities
6.3.4.1.2. Market size and forecast, by Type
6.3.4.1.3. Market size and forecast, by Industry Vertical
6.3.4.2. Italy
6.3.4.2.1. Key market trends, growth factors and opportunities
6.3.4.2.2. Market size and forecast, by Type
6.3.4.2.3. Market size and forecast, by Industry Vertical
6.3.4.3. France
6.3.4.3.1. Key market trends, growth factors and opportunities
6.3.4.3.2. Market size and forecast, by Type
6.3.4.3.3. Market size and forecast, by Industry Vertical
6.3.4.4. Spain
6.3.4.4.1. Key market trends, growth factors and opportunities
6.3.4.4.2. Market size and forecast, by Type
6.3.4.4.3. Market size and forecast, by Industry Vertical
6.3.4.5. UK
6.3.4.5.1. Key market trends, growth factors and opportunities
6.3.4.5.2. Market size and forecast, by Type
6.3.4.5.3. Market size and forecast, by Industry Vertical
6.3.4.6. Rest of Europe
6.3.4.6.1. Key market trends, growth factors and opportunities
6.3.4.6.2. Market size and forecast, by Type
6.3.4.6.3. Market size and forecast, by Industry Vertical
6.4. Asia-Pacific
6.4.1. Key trends and opportunities
6.4.2. Market size and forecast, by Type
6.4.2.1. Asia-Pacific Avatars Virtual Humans Market by Avatars
6.4.3. Market size and forecast, by Industry Vertical
6.4.4. Market size and forecast, by country
6.4.4.1. China
6.4.4.1.1. Key market trends, growth factors and opportunities
6.4.4.1.2. Market size and forecast, by Type
6.4.4.1.3. Market size and forecast, by Industry Vertical
6.4.4.2. India
6.4.4.2.1. Key market trends, growth factors and opportunities
6.4.4.2.2. Market size and forecast, by Type
6.4.4.2.3. Market size and forecast, by Industry Vertical
6.4.4.3. Japan
6.4.4.3.1. Key market trends, growth factors and opportunities
6.4.4.3.2. Market size and forecast, by Type
6.4.4.3.3. Market size and forecast, by Industry Vertical
6.4.4.4. South
6.4.4.4.1. Key market trends, growth factors and opportunities
6.4.4.4.2. Market size and forecast, by Type
6.4.4.4.3. Market size and forecast, by Industry Vertical
6.4.4.5. Australia
6.4.4.5.1. Key market trends, growth factors and opportunities
6.4.4.5.2. Market size and forecast, by Type
6.4.4.5.3. Market size and forecast, by Industry Vertical
6.4.4.6. Rest of Asia-Pacific
6.4.4.6.1. Key market trends, growth factors and opportunities
6.4.4.6.2. Market size and forecast, by Type
6.4.4.6.3. Market size and forecast, by Industry Vertical
6.5. LAMEA
6.5.1. Key trends and opportunities
6.5.2. Market size and forecast, by Type
6.5.2.1. LAMEA Avatars Virtual Humans Market by Avatars
6.5.3. Market size and forecast, by Industry Vertical
6.5.4. Market size and forecast, by country
6.5.4.1. Latin America
6.5.4.1.1. Key market trends, growth factors and opportunities
6.5.4.1.2. Market size and forecast, by Type
6.5.4.1.3. Market size and forecast, by Industry Vertical
6.5.4.2. Middle East
6.5.4.2.1. Key market trends, growth factors and opportunities
6.5.4.2.2. Market size and forecast, by Type
6.5.4.2.3. Market size and forecast, by Industry Vertical
6.5.4.3. Africa
6.5.4.3.1. Key market trends, growth factors and opportunities
6.5.4.3.2. Market size and forecast, by Type
6.5.4.3.3. Market size and forecast, by Industry Vertical
CHAPTER 7: COMPETITIVE LANDSCAPE
7.1. Introduction
7.2. Top winning strategies
7.3. Product Mapping of Top 10 Player
7.4. Competitive Dashboard
7.5. Competitive Heatmap
7.6. Top player positioning, 2021
CHAPTER 8: COMPANY PROFILES
8.1. Alibaba Group Holding Limited
8.1.1. Company overview
8.1.2. Key Executives
8.1.3. Company snapshot
8.1.4. Operating business segments
8.1.5. Product portfolio
8.1.6. Business performance
8.1.7. Key strategic moves and developments
8.2. Datagen
8.2.1. Company overview
8.2.2. Key Executives
8.2.3. Company snapshot
8.2.4. Operating business segments
8.2.5. Product portfolio
8.2.6. Key strategic moves and developments
8.3. Epic Games, Inc.
8.3.1. Company overview
8.3.2. Key Executives
8.3.3. Company snapshot
8.3.4. Product portfolio
8.3.5. Key strategic moves and developments
8.4. iFLYTEK Corporation
8.4.1. Company overview
8.4.2. Key Executives
8.4.3. Company snapshot
8.4.4. Operating business segments
8.4.5. Product portfolio
8.4.6. Key strategic moves and developments
8.5. Inworld AI
8.5.1. Company overview
8.5.2. Key Executives
8.5.3. Company snapshot
8.5.4. Operating business segments
8.5.5. Product portfolio
8.5.6. Key strategic moves and developments
8.6. Meta Platforms, Inc
8.6.1. Company overview
8.6.2. Key Executives
8.6.3. Company snapshot
8.6.4. Operating business segments
8.6.5. Product portfolio
8.6.6. Business performance
8.6.7. Key strategic moves and developments
8.7. Microsoft Corporation
8.7.1. Company overview
8.7.2. Key Executives
8.7.3. Company snapshot
8.7.4. Operating business segments
8.7.5. Product portfolio
8.7.6. Business performance
8.7.7. Key strategic moves and developments
8.8. Offbeat Media Group
8.8.1. Company overview
8.8.2. Key Executives
8.8.3. Company snapshot
8.8.4. Product portfolio
8.8.5. Key strategic moves and developments
8.9. soul machines
8.9.1. Company overview
8.9.2. Key Executives
8.9.3. Company snapshot
8.9.4. Operating business segments
8.9.5. Product portfolio
8.9.6. Key strategic moves and developments
8.10. Ziva Dynamics (Unity)
8.10.1. Company overview
8.10.2. Key Executives
8.10.3. Company snapshot
8.10.4. Operating business segments
8.10.5. Product portfolio
8.10.6. Business performance
8.10.7. Key strategic moves and developments
TABLE 01. GLOBAL VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 02. VIRTUAL HUMANS MARKET FOR AVATARS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 03. GLOBAL AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 04. VIRTUAL HUMANS MARKET FOR INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 05. VIRTUAL HUMANS MARKET FOR NON-INTERACTIVE DIGITAL HUMAN AVATAR, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 06. VIRTUAL HUMANS MARKET FOR AUTONOMOUS VIRTUAL HUMANS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 07. GLOBAL VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 08. VIRTUAL HUMANS MARKET FOR BFSI, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 09. VIRTUAL HUMANS MARKET FOR EDUCATION, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 10. VIRTUAL HUMANS MARKET FOR RETAIL, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 11. VIRTUAL HUMANS MARKET FOR HEALTHCARE, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 12. VIRTUAL HUMANS MARKET FOR AUTOMOTIVE, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 13. VIRTUAL HUMANS MARKET FOR IT AND TELECOMMUNICATIONS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 14. VIRTUAL HUMANS MARKET FOR GAMING AND ENTERTAINMENT, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 15. VIRTUAL HUMANS MARKET FOR OTHERS, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 16. VIRTUAL HUMANS MARKET, BY REGION, 2021-2031 (REVENUE, $BILLION)
TABLE 17. NORTH AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 18. NORTH AMERICA AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 19. NORTH AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 20. NORTH AMERICA VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 21. U.S. VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 22. U.S. VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 23. CANADA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 24. CANADA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 25. EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 26. EUROPE AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 27. EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 28. EUROPE VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 29. GERMANY VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 30. GERMANY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 31. ITALY VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 32. ITALY VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 33. FRANCE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 34. FRANCE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 35. SPAIN VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 36. SPAIN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 37. UK VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 38. UK VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 39. REST OF EUROPE VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 40. REST OF EUROPE VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 41. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 42. ASIA-PACIFIC AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 43. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 44. ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 45. CHINA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 46. CHINA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 47. INDIA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 48. INDIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 49. JAPAN VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 50. JAPAN VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 51. SOUTH VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 52. SOUTH VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 53. AUSTRALIA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 54. AUSTRALIA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 55. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 56. REST OF ASIA-PACIFIC VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 57. LAMEA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 58. LAMEA AVATARS VIRTUAL HUMANS MARKET, BY AVATARS, 2021-2031 (REVENUE, $BILLION)
TABLE 59. LAMEA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 60. LAMEA VIRTUAL HUMANS MARKET, BY COUNTRY, 2021-2031 (REVENUE, $BILLION)
TABLE 61. LATIN AMERICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 62. LATIN AMERICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 63. MIDDLE EAST VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 64. MIDDLE EAST VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 65. AFRICA VIRTUAL HUMANS MARKET, BY TYPE, 2021-2031 (REVENUE, $BILLION)
TABLE 66. AFRICA VIRTUAL HUMANS MARKET, BY INDUSTRY VERTICAL, 2021-2031 (REVENUE, $BILLION)
TABLE 67. ALIBABA GROUP HOLDING LIMITED: KEY EXECUTIVES
TABLE 68. ALIBABA GROUP HOLDING LIMITED: COMPANY SNAPSHOT
TABLE 69. ALIBABA GROUP HOLDING LIMITED: SERVICE SEGMENTS
TABLE 70. ALIBABA GROUP HOLDING LIMITED: PRODUCT PORTFOLIO
TABLE 71. ALIBABA GROUP HOLDING LIMITED: KEY STRATERGIES
TABLE 72. DATAGEN: KEY EXECUTIVES
TABLE 73. DATAGEN: COMPANY SNAPSHOT
TABLE 74. DATAGEN: SERVICE SEGMENTS
TABLE 75. DATAGEN: PRODUCT PORTFOLIO
TABLE 76. DATAGEN: KEY STRATERGIES
TABLE 77. EPIC GAMES, INC.: KEY EXECUTIVES
TABLE 78. EPIC GAMES, INC.: COMPANY SNAPSHOT
TABLE 79. EPIC GAMES, INC.: PRODUCT PORTFOLIO
TABLE 80. EPIC GAMES, INC.: KEY STRATERGIES
TABLE 81. IFLYTEK CORPORATION: KEY EXECUTIVES
TABLE 82. IFLYTEK CORPORATION: COMPANY SNAPSHOT
TABLE 83. IFLYTEK CORPORATION: SERVICE SEGMENTS
TABLE 84. IFLYTEK CORPORATION: PRODUCT PORTFOLIO
TABLE 85. IFLYTEK CORPORATION: KEY STRATERGIES
TABLE 86. INWORLD AI: KEY EXECUTIVES
TABLE 87. INWORLD AI: COMPANY SNAPSHOT
TABLE 88. INWORLD AI: SERVICE SEGMENTS
TABLE 89. INWORLD AI: PRODUCT PORTFOLIO
TABLE 90. INWORLD AI: KEY STRATERGIES
TABLE 91. META PLATFORMS, INC: KEY EXECUTIVES
TABLE 92. META PLATFORMS, INC: COMPANY SNAPSHOT
TABLE 93. META PLATFORMS, INC: SERVICE SEGMENTS
TABLE 94. META PLATFORMS, INC: PRODUCT PORTFOLIO
TABLE 95. META PLATFORMS, INC: KEY STRATERGIES
TABLE 96. MICROSOFT CORPORATION: KEY EXECUTIVES
TABLE 97. MICROSOFT CORPORATION: COMPANY SNAPSHOT
TABLE 98. MICROSOFT CORPORATION: SERVICE SEGMENTS
TABLE 99. MICROSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 100. MICROSOFT CORPORATION: KEY STRATERGIES
TABLE 101. OFFBEAT MEDIA GROUP: KEY EXECUTIVES
TABLE 102. OFFBEAT MEDIA GROUP: COMPANY SNAPSHOT
TABLE 103. OFFBEAT MEDIA GROUP: PRODUCT PORTFOLIO
TABLE 104. OFFBEAT MEDIA GROUP: KEY STRATERGIES
TABLE 105. SOUL MACHINES: KEY EXECUTIVES
TABLE 106. SOUL MACHINES: COMPANY SNAPSHOT
TABLE 107. SOUL MACHINES: SERVICE SEGMENTS
TABLE 108. SOUL MACHINES: PRODUCT PORTFOLIO
TABLE 109. SOUL MACHINES: KEY STRATERGIES
TABLE 110. ZIVA DYNAMICS (UNITY): KEY EXECUTIVES
TABLE 111. ZIVA DYNAMICS (UNITY): COMPANY SNAPSHOT
TABLE 112. ZIVA DYNAMICS (UNITY): SERVICE SEGMENTS
TABLE 113. ZIVA DYNAMICS (UNITY): PRODUCT PORTFOLIO
TABLE 114. ZIVA DYNAMICS (UNITY): KEY STRATERGIES
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