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ソーシャルゲーム会社、アプリケーション、プラットフォーム:市場展望と予測 2015-2020年

Social Gaming Companies, Applications, and Platforms: Market Outlook and Forecasts 2015 - 2020

 

出版社 出版年月電子版価格 ページ数
Mind Commerce
マインドコマース
2015年4月US$3,995343

サマリー

この調査レポートは、オンラインソーシャルゲームとモバイルソーシャルゲームの企業、ソリューション、市場を調査しています。企業戦略分析やウエアラブル技術経由での次世代プラットフォームを含むゲームプラットフォーム調査結果、2020年までの市場展望と予測などを掲載しています。

Overview

Social gaming has exploded during the last decade.  Game-play and consumption patterns have dramatically changed during the last five years and we see similar big changes coming with the invasion of mobile platforms and in particular the emerging wearable platforms.  While Facebook individually leads the social gaming market, collectively non-Facebook social gaming platforms collectively represent a considerable portion of the market.   Non-Facebook platforms include app store, local social networks, and multiplayer social game networks.  Collectively, the social gaming market will reach $18 billion by 2020 with a combined CAGR of 12.25%.   By device platform, wearable social platform will rise sharply followed by mobile and PC platform during the study period of 2015 - 2020.

Wearable gaming hardware devices include gaming and gamification focused headwear, body wear, eyewear and smartwatches. Mind Commerce predicts 3.4 million unit sales globally in 2015 rising to 23.4 million by 2020. The cumulative unit sales will be 68.3 million during 2015 with 47.1% CAGR through 2020.  Mind Commerce predicts that connected wearable device shipments will reach 170 million units by 2020 and market value will reach nearly $25 billion. 

This research evaluates the companies, solutions, and market for online and mobile social gaming.  The report analyzes company strategies, assesses gaming platforms including next generation via wearable technology, and provides a market outlook and forecasts through 2020.  All purchases of Mind Commerce reports includes time with an expert analyst who will help you link key findings in the report to the business issues you're addressing. This needs to be used within three months of purchasing the report.

Target Audience:

  • Network operators
  • Cloud service providers
  • Social networking companies
  • Wireless device manufacturers
  • Digital entertainment companies
  • Gaming distributors and aggregators
  • Mobile and online gaming companies

Key Findings:

  • The market shall witness a steady reduction in the gaming hardware business through 2020
  • Among platforms, mobile leads with highest market share of 55% in 2015 and will reach to 58% by 2020
  • Successful companies will focus more on retention with diversified experiences rather than becoming a large gaming company
  • Other two platforms are PC and wearable, which currently hold 40% and 5% market share respectively and will be 30% and 12% by 2020
  • Social networks will remain an appealing platform for gaming and will create a hard core social gaming group of high spending gaming "whales"
  • Non-Facebook social gaming market is expected to have highest CAGR of 13.3% comparing its counterpart Facebook that will grow with 10.4% CAGR


目次

Table of Contents

1.0          EXECUTIVE SUMMARY  21

2.0          SOCIAL GAMING MARKET OVERVIEW & TREND ANALYSIS            23

2.1          WHAT IS SOCIAL GAMING AND BUILDING BLOCKS OF A GOOD & SUCCESSFUL SOCIAL GAME?   23
2.2          MEANINGFUL GAMES AND GAMIFICATION: HOW IS IT IMPORTANT FOR SOCIAL GAMING?        24
2.2.1      BEJEWELED VS. LAYOFF GAME CASE: FUN VS. MEANING               25
2.2.2      KABUL KABOOM GAME CASE: LEARNING VS. INSPIRATIONAL VALUE      26
2.3          SOCIAL GAMING MARKET TREND AND FUTURE HOLDS  26
2.3.1      MALE DOMINANCE AS HARDCORE SOCIAL GAMERS        26
2.3.2      SOCIAL GAMING SHIFT TO MOBILE SPACE            27
2.3.3      GROWING DEMAND FOR LOCAL CONTENT          27
2.3.4      RISE OF CROSS-PLATFORM GAMING      29
2.3.5      CHANGING MONETIZATION METHOD    30
2.3.6      SUCCESS OF FRANCHISING BUSINESS MODEL     31
2.3.7      MERGER & ACQUISITION FOSTERING GROWTH IN EMERGING MARKET 32
2.4          DEFINING SOCIAL GAMING MARKET: A 2015 LANDSCAPE REVIEW            32
2.4.1      FACEBOOK SOCIAL NETWORKING PLATFORM    33
2.4.2      NON-FACEBOOK SOCIAL NETWORKS      33
2.4.3      MOBILE SOCIAL NETWORK GAMES          34

3.0          SOCIAL GAMING MARKET PROJECTTIONS            35

3.1          REVENUE PROJECTION AND ANALYSIS 2015 - 2020            35
3.1.1      SOCIAL GAMING MARKET REVENUE GLOBAL VS. DEVICE PLATFROMS 2014 - 2020            35
3.1.2      PC, MOBILE AND WEARABLE DEVICE PLATFORMS IN SOCIAL GAMING    35
3.1.3      FACEBOOK VS. NON-FACEBOOK PLATFORM SOCIAL GAMING MARKET 2015 - 2020          36
3.1.4      SOCIAL GAMING MARKET BY GEOGRAPHIC REGIONS 2015 - 2020             36
3.1.5      SOCIAL GAMING MARKET BY TOP 15 COUNTRIES 2015 - 2020      37
3.2          SOCIAL GAMER PROJECTIONS AND ANALYSIS 2015 - 2020             38
3.2.1      GLOBAL SOCIAL GAMERS VS. DEVICE PLATFORMS FORECAST 2014 - 2020             38
3.2.2      FACEBOOK VS. NON-FACEBOOK PLATFORMS GAMERS 2015 - 2020           39
3.2.3      SOCIAL GAMERS BY GEOGRAPHIC REGION 2015 - 2020   40
3.2.4      SOCIAL GAMERS BY TOP 15 COUNTRIES 2015 - 2020         41
3.3          SOCIAL GAMING MONETIZATION AND ANALYSIS             42
3.3.1      SOCIAL GAMING REVENUE BY MONETIZATION SOURCES              42
3.3.2      SOCIAL GAMING ARPU 2015 - 2020          43
3.3.3      SOCIAL GAMING ARPPU 2015 - 2020       44
3.3.4      SOCIAL GAMING PLAYER TYPE AND REVENUE CHART      44
3.3.5      SOCIAL GAMING WHALES:  5TH PLANET GAMES VS. BLITZOO CASE ANALYSIS      46
3.3.6      BEHAVIOR ANALYSIS OF WHALES             46
3.3.7      SOCIAL GAMING REVENUE BY ECOSYSTEM STAKEHOLDERS          47
3.3.8      STAKEHOLDER LISTS IN ECOSYSTEM AND REVENUE SHARING PERCENT   49
3.3.9      LIST OF FEES FOR ECOSYSTEM STAKEHOLDERS    50
3.4          SOCIAL GAMER DEMOGRAPHICS              50
3.4.1      SOCIAL GAMER BY MALE VS. FEMALE     50
3.4.2      AVERAGE SOCIAL GAMERS' AGE: COMMON VS. MALE VS. FEMALE          51
3.4.3      CONTRIBUTION TO SOCIAL GAMING: GAMING TIME, MONEY, AND FEMALE EARN VIRTUAL CURRENY   52
3.4.4      SOCIAL GAME-PLAY FREQUENCY AND COMMUNITY BY GENDER               52
3.4.5      SOCIAL GAMER PERCENTAGE UNDER DIFFERENT AGE BRACKETS               53
3.4.6      SOCIAL GAMER PERCENTAGE UNDER YEARLY INCOME BRACKETS             53
3.4.7      SOCIAL GAMER PERCENT BY EDUCATIONAL LEVEL            54
3.4.8      SOCIAL GAMER PERCENTAGE BY MARITAL AND FAMILY STATUS                54
3.4.9      SOCIAL GAMER PERCENTAGE BY EMPLOYMENT CONDITION       55
3.4.10    SOCIAL GAME ACCESS BY DEVICE PLATFORM      55
3.4.11    VIDEO GAME PLAY BEHAVIOR OF SOCIAL GAMER             56
3.4.12    REASON FOR PLAYING SOCIAL GAMES   56
3.4.13    VIRTUAL PURCHASE BEHAVIOR OF SOCIAL GAMER          57
3.4.14    SOCIAL GAME PLAY LOCATION VS. TIME SPEND VS. SOCIAL FRIENDS       57
3.4.15    POPULAR SOCIAL GAME PLAY NETWORK              58
3.4.16    IN-GAME ADVERTISEMENT VS. PURCHASE RESPONSE OF SOCIAL GAMER             58
3.4.17    SOCIAL GAMERS IN-GAME REWARD BEHAVIOR 59
3.4.18    SOCIAL GAME-PLAY FREQUENCY: DAY VS. WEEK VS. MONTH      59
3.4.19    SOCIAL GAMER BY DAU VS. WAU VS. MAU          60
3.4.20    MOST ADDICTED SOCIAL GAMER PROFILES          61
3.4.21    IN-GAME PURCHASE BEHAVIOR BY POPULAR TYPES OF SOCIAL GAME   61
3.4.22    REASON FOR SPENDING REAL-WORLD MONEY IN SOCIAL GAMES             62
3.4.23    TYPES VIRTUAL ITEMS THAT SOCIAL GAMER PURCHASE 62
3.5          SOCIAL GAMING ECOSYSTEM ANALYSIS                63
3.5.1      SOCIAL GAMING VALUE CHAIN PARTNERSHIP MODEL   63
3.5.2      PERCENT OF REVENUE SHARING AMONG VALUE CHAIN PARTNERS         64
3.5.3      ECONOMIC DRIVERS OF SOCIAL GAMING            65
3.5.4      SNS PORTAL PUBLISHING FRAMEWORK                65
3.5.5      SOCIAL GAMING ECOSYSTEM: TASK FLOW FOR SOCIAL CHANGE               66
3.5.6      SOCIAL GAMING KNOWLEDGE ECONOMY: A MAPPING FRAMEWORK    67
3.5.7      ROLE OF NEW ENTRANTS IN SOCIAL GAMING ECOSYSTEM           67
3.5.8      SOCIAL GAMING BUSINESS MODEL ANALYSIS    69
3.5.9      TIPS FOR APPLYING ECONOMIC & GAMIFICATION IN BUSINESS MODEL                72
3.5.10    SOCIAL GAMING PRICING MODEL ANALYSIS       73
3.5.11    MARKET CHALLENGE AND GAME BALANCING METHOD IN VIRTUAL GOODS BASED ECONOMY MODEL   75
3.6          SOCIAL GAME MONETIZATION METRICS AND ANALYSIS                77
3.6.1      A TYPICAL SOCIAL GAMING METRICS     77
3.6.2      SOCIAL GAMER CONVERSION FUNNEL  78
3.6.3      SOCIAL GAME LIFE CYCLE & KPI MANAGEMENT METRICS              80
3.6.4      GAME ANALYTICS: VIRALITY VS. RETENTION, ACQUISITION AND BUSINESS MONETIZATION METRICS     81
3.6.5      BRAND MONETIZATION METRICS OF SOCIAL GAME        84
3.6.6      GAME MONETIZATION STRATEGIES        86
3.6.7      SOCIAL GAME DESIGN FRAMEWORK AND DILEMMA      88
3.6.8      SELF PUBLISHING OR INDIE PREFERENCE VS. PLATFORM CHOICE OF GAME DEVELOPERS IN 2015               91
3.6.9      GAME MARKETING IN 2015: ROLE OF APPS, VIDEO, SMART TV, AND VIRAL          93
3.6.10    SOCIAL GAMER ENGAGEMENT PANORAMA       99
3.6.11    EMPATHY GAME: NEW WAVE OF ENGAGEMENT              101
3.7          SOCIAL GAMING MARKET ENTRY AND SUCCESS STRATEGIES       102
3.7.1      CORE CHOICES FOR SOCIAL GAMING ENTRANTS               102
3.7.2      SOCIAL GAMING IP ISSUES          103
3.7.3      MARKET ENTRY COST CONSIDERATION  104
3.7.4      RISK ASSOCIATED WITH SOCIAL GAMING SUCCESS          105
3.7.5      SUCCESSFUL IP LINE CREATION 105
3.7.6      MINIMIZING MARKETING AND USER ACQUISITION COST             106
3.7.7      MONETIZATION STRATEGIES FOR SOCIAL GAME ENTRANTS        107
3.7.8      STRONG DEVELOPMENT CHAIN                108
3.8          SOCIAL GAMING MARKET VS. OPPORTUNISTIC APPROACH ANALYSIS    109
3.8.1      GAMING INDUSTRY PEAK VS. NON-PEAK: A COMPARATIVE ANALYSIS   109
3.8.2      USER ACQUISITION APPROACH: WESTERN VS. JAPANESE & ASIAN APPROACH   111
3.8.3      REVENUE BATTLE BETWEEN DEVELOPERS VS. PUBLISHERS AND IMPACT ON SOCIAL GAMER        111
3.8.4      IMPORTANCE OF APPLE AS CHANNEL PARTNER 112
3.8.5      GOOGLE & APPLE NAILS OVER CONNECTED CONSOLE AND WEARABLE DEVICES 112
3.8.6      INTEGRATED GOOGLE PLAY GAME SERVICE         113
3.8.7      MICROSOFT FOR INDIE SELF-PUBLISHER                113
3.8.8      DISNEY WITH VIDEO GAMING PLATFORM "INFINITY"     114
3.8.9      ZYNGA PLATFORM (ZYNGA.COM)            114
3.8.10    FACEBOOK MOBILE GAME PUBLISHING APPROACH        115
3.8.11    SOCIAL GAMIFICATION TREND AND BLUEBOX VS. GOPLAY CASE               115
3.8.12    CIVIC LEARNING: SATIRICAL PRISM GAME DATA DEALER CASE BY CUTEACUTE    116
3.8.13    MOBILE STRATEGY BLENDED WITH MOBILE SOCIAL GAME, SMS, & QR CODE: RED BULL CASE       117
3.8.14    MICROSOFT BUZZ WITH AR GAMING GLASSES   118
3.9          NEXT GEN SOCIAL GAME: TREND TO BLEND WITH REAL-WORLD GOOD DEED       118
3.9.1      VIRTUAL TO REAL-WORLD DONATION AND SOCIAL ACTION: HALF THE SKY MOVEMENT: THE GAME         118
3.9.2      RESEARCH FOR MANKIND & COMMUNITY PATENT: FOLDIT         119
3.9.3      COMMUNITY AWARENESS: RECYCLEBANK           120
3.9.4      EDUCATION & LITERACY: MILLEE LITERACY GAME             121
3.9.5      POVERTY ALLEVIATION: SPENT  122
3.9.6      CONSTRUCTING VILLAGE: RAISE THE VILLAGE    122
3.9.7      CHARITIES FOR CHILDREN: WETOPIA       123
3.9.8      CHARITIES FOR ANIMAL: JOY KINGDOM                124
3.9.9      SOCIAL-GOOD FOCUSED GAMING: ZYNGA, SOJO STUDIOS, GRAMBLE, ONEHAZE, & BUDGE        125
3.10        SOCIAL GAMING INVESTMENT TREND AND ANALYSIS    126
3.10.1    SECOND SCREEN INCLUDING MOBILE DEVICES AND TV  126
3.10.2    SOCIAL VS. GAME NETWORK      126
3.10.3    GAMING DEALS                126
3.10.4    POST ZYNGA ERA VS. VC IN MIDDLEWARE GAMIFICATION & SOCIAL ELEMENTS INTEGRATION   127
3.10.5    GAMING INDUSTRY TRANSITION AND FRAGMENTATION ANALYSIS        127
3.10.6    GAMING SECTOR AND BUSINESS MODEL             130
3.10.7    VALUE VS. VOLUME REGIONS    134
3.10.8    MERGER AND ACQUISITION (M&A) TRENDS       137
3.10.9    GAMING VENTURE CAPITAL (VC) TREND              140
3.10.10  CROWD FUNDING TREND            141
3.10.11  CASE STUDY       142
3.11        SOCIAL GAMING REGULATION & SOCIAL FRAUD CHALLENGE ANALYSIS 146
3.11.1    SOCIAL GAMING CHEAT               146
3.11.2    MOBILE GAMING PIRACY & VIRTUAL CURRENCY SCAMMING CHALLENGE IN CHINA & RUSSIA    147
3.11.3    KOMPU GACHA STYLE IN-GAME SOCIAL GAMBLING BAN AND OPPORTUNITIES IN JAPAN            150
3.11.4    GEOGRAPHIC IMPLICATION OF ANTIPIRACY LAW: JAPAN, US, UK, RUSSIA & CHINA         152
3.11.5    ZYNGA WITH PRIVACYVILLE        153
3.11.6    CYBERCRIMINAL ATTACK ON SOCIAL MOBILE GAME       154
3.11.7    US ONLINE GAMING REGULATION AND FOREIGN CORRUPT PRACTICES ACT       156
3.11.8    IN-GAME SCAM DEBATE IN SOCIAL GAME           157
3.11.9    ROLE OF OPEN WEB TO SAVE DMCA: MINIMEGA GAMES VS. TOMKID GAME CASE           158
3.11.10  RMT (REAL MONEY TRADING) AND GOLD FARMING REGULATION: REGIONAL IMPLICATIONS     159

4.0          FACEBOOK SOCIAL GAMING ECOSYSTEM ANALYSIS        161

4.1          FACEBOOK USER REVIEW             161
4.1.1      FACEBOOK USER IN CONTINENTS             161
4.1.2      HOW USERS INSTALL APPS FROM FACEBOOK PLATFORM?           162
4.2          APP CENTER ANALYSIS FOR TOP-RATED SOCIAL GAME   163
4.2.1      GENRES VS. LEADING COMPANY VS. MAU AND COMPETITION ANALYSIS             163
4.2.2      GENRE VS. PER DAY ARPPU FROM FACEBOOK APP CENTRE          163
4.2.3      REGIONAL DISTRIBUTION OF TOP-RATED GAMES             164
4.2.4      REGIONAL DISTRIBUTION OF TOP-RATED GAMES             165
4.2.5      TRIVIA & WORLD GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER          166
4.2.6      SPORTS GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER             170
4.2.7      SIMULATION GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER  174
4.2.8      STRATEGY GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER        178
4.2.9      PUZZLE GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER             181
4.2.10    HIDDEN OBJECT GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER            184
4.2.11    FAMILY APPS GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 185
4.2.12    CARD GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER 188
4.2.13    CASINO GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER            190
4.2.14    ACTION GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER            193
4.2.15    ADVENTURE & RPG GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER     195
4.2.16    ARCADE GENRE GAMES BY REGION VS. COUNTRY VS. DEVELOPER            198
4.3          ZYNGA AND FACEBOOK INTERDEPENDENCY: A CRITICAL ANALYSIS           201
4.4          BUSINESS MODEL AND MARKET STRATEGY ANALYSIS     203
4.5          WHALES IN FACEBOOK GAME    204
4.6          LOCAL CURRENCY PAYMENTS API            204
4.7          ECOSYSTEM STATISTICS                205
4.8          GAMIFICATION TRAJECTORY      205
4.9          FACEBOOK IN MOBILE AND SOCIAL GAMING ERA            206
4.10        NEW MOBILE GAMING ADS IN FACEBOOK NOTIFICATION            208
4.11        FACEBOOK MOBILE PAYMENT SYSTEM "FACEBOOK BUY NOW"  209

5.0          NON-FACEBOOK SOCIAL NETWORKED GAMING ECOSYSTEM      210

5.1          WHAT IS BEYOND FACEBOOK SOCIAL GAMING?                210
5.2          LOCAL SOCIAL NETWORK IN EMEA           210
5.2.1      HYVES IN NETHERLAND 211
5.2.2      TUENTI IN SPAIN              212
5.2.3      VKONTAKTE IN RUSSIA 213
5.2.4      VZ.NET IN GERMANY AND EXPANSION NETWORK IN FRANCE, ITALY, SPAIN AND POLAND            213
5.2.5      YONJA IN TURKEY            214
5.2.6      NETLOG               214
5.2.7      NASZA-KLASA IN POLAND           215
5.3          LOCAL SOCIAL NETWORK IN AMERICAS 215
5.3.1      MEETME              215
5.3.2      ORKUT IN BRAZIL             215
5.3.3      SONICO                216
5.3.4      BLACKPLANET IN US       216
5.4          LOCAL SOCIAL NETWORK IN APAC           217
5.4.1      SINA WEIBO IN CHINA   217
5.4.2      TENCENT NETWORK IN CHINA: WEIBO, QZONE AND PENGYOU  217
5.4.3      RENREN IN CHINA           218
5.4.4      KAIXIN001 IN CHINA       218
5.4.5      51.COM IN CHINA            218
5.4.6      MIXI IN JAPAN  218
5.4.7      CYWORLD IN KOREA       220
5.4.8      IBIBO GAMES IN INDIA  220
5.4.9      MILLAT FACEBOOK IN PAKISTAN              220
5.4.10    YAHOO-MOBAGE IN JAPAN        221
5.4.11    AMEBA PIG IN JAPAN    221
5.5          SOCIAL NETWORK: GLOBAL IN NATURE 221
5.5.1      BEBO     221
5.5.2      TWITTER              221
5.5.3      AMAZON             222
5.5.4      ZORPIA 223
5.5.5      PERFSPOT           224
5.5.6      FRIENDSTER       224
5.5.7      GAIA ONLINE     225
5.5.8      BADOO 226
5.5.9      TAGGED               226
5.5.10    HI5         226
5.5.11    HABBO 226
5.5.12    COME2PLAY       227
5.5.13    VIXIMO GAME NETWORK            227
5.6          EMERGING MOBILE SOCIAL GAMING NETWORK ANALYSIS          228
5.6.1      CHILLINGO          228
5.6.2      WECHAT & QQ MOBILE: INTEGRATED MOBILE GAMING PLATFORM         229
5.6.3      KAKAOTALK       230
5.6.4      LINE       230
5.6.5      91 WIRELESS       231
5.6.6      WHATSAPP         231
5.6.7      TANGO 231
5.6.8      KIK MESSENGER               232
5.6.9      ZALO     232
5.6.10    QIHOO 360 PLATFORM  232
5.6.11    WANDOUJIA      232
5.6.12    BAIDU APP STORE           233
5.6.13    APPCHINA          233
5.6.14    D.CN GAMES CENTER     233
5.6.15    GFAN    234
5.6.16    MOBAGE IN JAPAN         234
5.6.17    HEYZAP                234

6.0          MOBILE SOCIAL & LOCATION (SOLOMO) GAMING           235

6.1          MARKET TREND ANALYSIS           235
6.1.1      ECO-SYSTEM METRICS OF CONSUMPTION-ENGAGEMENT-INTERACTION              235
6.1.2      MERGED SOCIAL, LOCAL SEARCH & MOBILE: WHAT INDICATES MARKET DATA    237
6.1.3      EMERGENCE OF LOCATIVE GAMING ON SOCIAL & MOBILE PLATFORM FOR DEEPER ENGAGEMENT          237
6.1.4      LOCATION CENTRIC MULTIPLAYER MOBILE SOCIAL & CASUAL GAMING TREND  238
6.1.5      COMBINING GAMERS PSYCH WITH LOCAL COMMUNITY-DRIVEN BRAND ENGAGEMENT METRICS            239
6.1.6      AUGMENTED UTILITY BEHAVIOR OF GAMER USING MOBILE AUGMENTED REALITY          241
6.1.7      IN-GAME TRANSACTION TREND AND VIRTUAL GOODS PLACEMENT BASED IN REAL TIME LOCATION       243
6.1.8      VIRTUAL GOODS EXPORT IN GAMING AND EXCHANGE TREND AMONG COMMUNITY    244
6.1.9      HTML5 & CLOUD BENEFIT IN GAMING   244
6.1.10    ANDROID VS. IOS GAMING MARKET & PROFIT SHARE TREND    

 

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