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E-Sports Market Research Report by Revenue Stream (Sponsorships, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platform, Streaming), by Genres [Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting], and by Region (North America, Europe, Asia-Pacific, Rest of the World) Forecast till 2032

E-Sports Market Research Report by Revenue Stream (Sponsorships, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platform, Streaming), by Genres [Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting], and by Region (North America, Europe, Asia-Pacific, Rest of the World) Forecast till 2032


E-Sports Market Research Report by Revenue Stream (Sponsorships, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platform, Streaming), by Genres [Player Vs Player (PVP), First Person... もっと見る

 

 

出版社 出版年月 電子版価格 納期 ページ数 言語
Market Research Future
マーケットリサーチフューチャー (MRFR)
2025年6月15日 US$4,950
シングルユーザライセンス(PDF/印刷不可)
ライセンス・価格情報
注文方法はこちら
通常2-3営業日以内 120 英語

 

Summary

E-Sports Market Research Report by Revenue Stream (Sponsorships, Media Rights, Merchandise and Tickets, Publisher Fees, Digital Platform, Streaming), by Genres [Player Vs Player (PVP), First Person Shooter, Sports Games, Real-Time Strategy, Multiplayer Online Battle Arena, Fighting], and by Region (North America, Europe, Asia-Pacific, Rest of the World) Forecast till 2032

Market Overview
The global E-Sports market achieved a valuation of USD 1,135.3 million in 2022 and is expected to achieve USD 7,191.6 million in 2032 at a CAGR of 20.9% from 2023 to 2032. Electronic sports, sometimes known as E-Sports, are online gaming tournaments where professional and amateur players compete individually or in teams through structured leagues, frequently with cash rewards up for grabs.
The global E-Sports market is growing due to the rising popularity of video games across platforms like mobile, PC, and consoles. Online multiplayer games and streaming services such as Twitch and YouTube have made gaming more social and competitive. Big tournaments, celebrity players, and team sponsorships have added to the excitement. Smartphone use has expanded mobile gaming, bringing in new players and viewers. Social media, cross-platform play, and government recognition have also helped E-Sports grow into a global industry with strong community support and increasing public interest.
The global E-Sports market is growing due to the rising popularity of video games across platforms like mobile, PC, and consoles. Online multiplayer games and streaming services such as Twitch and YouTube have made gaming more social and competitive. Big tournaments, celebrity players, and team sponsorships have added to the excitement. E-Sports also had a major impact on a global industry with huge community support and growing public interest from social interaction via social media, cross-platform play, and government acknowledgment.
The E-Sports market offers big opportunities wherein high-class tournaments lure talent and increase global preference amongst the viewers. It also offers a career to persons other than players in their respective fields, such as coaches, streamers, analysts, etc.
Health-related issues and limited competition in some regions are becoming challenges for the global E-Sports market. There are also financial risks and a lack of diversified game support, which create hurdles in stable monetization for long-term industry growth.

Market Segmentations
Sponsorships, media rights, merchandise and tickets, publisher fees, digital platforms, and streaming are part of the revenue stream of the global E-Sports market.
Based on genres, the global market is classified into player vs player, first-person shooter, sports games, real-time strategy, multiplayer online battle arena, and fighting.

Regional Insights
North America has built a strong foundation in E-Sports with its leagues, hosting events, and streaming games. Popular games and organized tournaments have helped grow a loyal fanbase, though issues like fairness and regulation still need attention.
Europe is quickly rising in the E-Sports world due to fast internet, new tech, and high interest from younger audiences. Getting to be the key region of the global E-Sports market, Europe, with big events such as DreamHack and strong teams such as Fnatic, prefers to think positively with new investment in games and fan engagement.
APAC has taken the lead in E-Sports with the likes of China and South Korea driving trends while also attracting very big audiences of the global E-Sports market. This love for gaming, coupled with strong companies in the region, is still growing the market here. The region still witnesses a strong following for games such as PUBG and League of Legends.
Elsewhere, other regions such as the Middle East and Africa are rather quick on their feet with improving internet access and youthful gamers. Saudi Arabia is doing some heavy lifting with events such as the E-Sports World Cup, which, internationally, is helping in putting the region on the map for the global E-Sports industry.

Major Players
Major competitors in the global E-Sports market are GFNITY, Take-Two Interactive, Gameloft, Activision Blizzard, Tencent Holdings Limited, EPIC Games, Capcom Co. Ltd., Nintendo, Electronic Arts, Kabam, Modern Times Group, Valve Corporation, CJ Corporation, GFNITY, Take-Two Interactive, Huya, and Nazara Technologies.

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Table of Contents

TABLE OF CONTENTS
1 EXECUTIVE SUMMARY ................................................. 15
2 MARKET INTRODUCTION .............................................. 17
2.1 DEFINITION.................. 17
2.2 SCOPE OF THE STUDY ............................................................ 17
2.3 RESEARCH OBJECTIVE ........................................................... 17
2.4 MARKET STRUCTURE .............................................................. 17
3 RESEARCH METHODOLOGY ........................................ 18
4 MARKET DYNAMICS ...................................................... 24
4.1 INTRODUCTION .......... 24
4.2 DRIVERS ...................... 25
4.2.1 INCREASING POPULARITY OF VIDEO GAMES ................. 25
4.2.2 GROWING AWARENESS ABOUT E-SPORTS ..................... 25
4.2.3 INCREASING PENETRATION OF SMARTPHONES ............ 26
4.3 RESTRAINTS ............... 28
4.3.1 THREAT FROM E-SPORTS GAMBLING BETTING .............. 28
4.3.2 LACK OF PROPER COMPETITION ...................................... 29
4.3.3 ISSUE WITH RESPECT TO MONETIZATION ...................... 29
4.4 OPPORTUNITY ............ 30
4.4.1 INCREASE NUMBER OF EVENTS WITH LARGE POOL PRIZE .......................... 30
4.4.2 MAKING E-SPORTS AS A CAREER ..................................... 30
4.5 CHALLANGE ................ 31
4.5.1 ISSUE RELATED TO HEALTH .............................................. 31
4.5.2 LACK OF STANDARDIZATION ............................................. 31
4.6 TRENDS ....................... 32
4.6.1 USE OF AR & VR TECHNOLOGY ......................................... 32
4.6.2 APPLICATION OF BLOCKCHAIN .......................................... 32
4.7 COVID 19 IMPACT ANALYSIS .................................................. 32
4.7.1 IMPACT ON IT INFRSTRUCTURE ........................................ 32
4.7.2 IMPACT ON GAMING INDUSTRY ......................................... 33
4.7.3 IMPACT ON VIWERSHIP ....................................................... 33
5 MARKET FACTOR ANALYSIS ........................................ 34
5.1 VALUE CHAIN ANALYSIS ......................................................... 34
5.1.1 DEVELOPERS .......... 34
5.1.2 PLATFORM .............. 35
5.1.3 END USER ............... 35
5.2 PORTER’S FIVE FORCES MODEL ........................................... 36
5.2.1 BARGAINING POWER OF SUPPLIERS ............................... 36
5.2.2 BARGAINING POWER OF BUYERS ..................................... 37
5.2.3 THREAT OF NEW ENTRANTS .............................................. 37
5.2.4 THREAT OF SUBSTITUTES .................................................. 37
5.2.5 INTENSITY OF RIVALRY ....................................................... 37
5.3 MOST PLAYED GAMES ANALYSIS ......................................... 39
5.4 PRIZE MONEY DISTRIBUTION ANALYSIS .............................. 40
6 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM ..................... 41
6.1 INTRODUCTION .......... 41
6.1.1 GLOBAL E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION). 42
6.2 SPONSORSHIP ........... 42
6.3 MEDIA RIGHTS ............ 42
6.4 MERCHANDISE AND TICKETS ................................................ 43
6.5 PUBLISHER FEES ....... 43
6.6 DIGITAL PLATFORMS . 43
6.7 STREAMING................. 43
7 GLOBAL E-SPORTS MARKET, BY GENRES ................. 44
7.1 INTRODUCTION .......... 44
7.1.1 GLOBAL E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)...... 45
7.2 PLAYER VS PLAYER (PVP) ...................................................... 45
7.3 FIRST PERSON SHOOTER ...................................................... 45
7.4 SPORTS GAMES ......... 45
7.5 REAL-TIME STRATEGY ............................................................ 46
7.6 MULTIPLAYER ONLINE BATTLE ARENA ................................ 46
7.7 FIGHTING ..................... 46
8 GLOBAL E-SPORTS MARKET, BY REGION .................. 47
8.1 OVERVIEW................... 47
8.1.1 GLOBAL E-SPORTS MARKET, BY REGION, 2022 VS 2032 (USD MILLION)...... 48
8.1.2 GLOBAL E-SPORTS MARKET, BY REGION, 2019–2032 (USD MILLION)............ 48
9 NORTH AMERICA E-SPORTS MARKET ........................ 50
9.1 NORTH AMERICA ........ 50
9.1.1 NORTH AMERICA: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)
9.1.2 NORTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) .... 52
9.1.3 NORTH AMERICA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION).. 52
9.1.4 US ............................. 53
9.1.5 US E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION).... 53
9.1.6 US E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ....... 53
9.1.7 CANADA ................... 54
9.1.8 CANADA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION).. 54
9.1.9 CANADA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) .......... 54
9.1.10 MEXICO .................... 55
9.1.11 MEXICO E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) .................... 55
9.1.12 MEXICO E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)..... 55
10 EUROPE E-SPORTS MARKET ....................................... 56
10.1 EUROPE ....................... 56
10.1.1 EUROPE: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)... 57
10.1.2 EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ................... 58
10.1.3 EUROPE E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION).... 58
10.1.4 UK ............................. 59
10.1.5 UK E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION).. 59
10.1.6 UK E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) .......... 59
10.1.7 GERMANY ................ 60
10.1.8 GERMANY E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ................ 60
10.1.9 GERMANY E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION).... 60
10.1.10 FRANCE .................. 61
10.1.11 FRANCE E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION)...... 61
10.1.12 FRANCE E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION).......... 61
10.1.13 ITALY ....................... 62
10.1.14 ITALY E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION). 62
10.1.15 ITALY E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ........ 62
10.1.16 REST OF EUROPE . 63
10.1.17 REST OF EUROPE E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) . 63
10.1.18 REST OF EUROPE E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) .... 63
11 ASIA PACIFIC E-SPORTS MARKET ............................... 64
11.1 ASIA-PACIFIC .............. 64
11.1.1 ASIA-PACIFIC: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION) .. 65
11.1.2 ASIA-PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) .......... 66
11.1.3 ASIA-PACIFIC E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) .... 66
11.1.4 CHINA ....................... 67
11.1.5 CHINA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ....................... 67
11.1.6 CHINA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)..... 67
11.1.7 JAPAN ...................... 68
11.1.8 JAPAN E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION).. 68
11.1.9 JAPAN E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION)....... 68
11.1.10 INDIA ....................... 69
11.1.11 INDIA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ....................... 69
11.1.12 INDIA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION).... 69
11.1.13 REST OF ASIA PACIFIC ....................................................... 70
11.1.14 REST OF ASIA PACIFIC E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ..... 70
11.1.15 REST OF ASIA PACIFIC E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ........... 70
12 REST OF THE WORLD E-SPORTS MARKET ................ 71
12.1 REST OF THE WORLD .............................................................. 71
12.1.1 REST OF THE WORLD: E-SPORTS MARKET, BY COUNTRY, 2019–2032 (USD MILLION)........... 72
12.1.2 REST OF THE WORLD E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ………………73
12.1.3 REST OF THE WORLD E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) .............. 73
12.1.4 MIDDLE EAST & AFRICA ...................................................... 74
12.1.5 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ……………….74
12.1.6 MIDDLE EAST & AFRICA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) ........... 74
12.1.7 CENTRAL & SOUTH AMERICA ............................................. 75
12.1.8 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY REVENUE STREAM, 2018–2032 (USD MILLION) ................. 75
12.1.9 CENTRAL & SOUTH AMERICA E-SPORTS MARKET, BY GENRES, 2018–2032 (USD MILLION) . 75
13 COMPETITIVE LANDSCAPE .......................................... 76
13.1 OVERVIEW................... 76
13.2 COMPETITIVE BENCHMARKING ............................................. 77
13.3 VENDOR SHARE ANALYSIS .................................................... 78
13.4 RECENT DEVELOPMENTS ...................................................... 78
1.1.1 PRODUCT DEVELOPMENT .................................................. 78
14 COMPANY PROFILE ...................................................... 80
14.1 GAMELOFT .................. 80
14.1.1 COMPANY OVERVIEW ......................................................... 80
14.1.2 FINANCIAL OVERVIEW ......................................................... 80
14.1.3 PRODUCTS OFFERED ......................................................... 80
14.1.4 KEY DEVELOPMENTS .......................................................... 80
14.1.5 SWOT ANALYSIS..... 81
14.1.6 KEY STRATEGIES ... 81
14.2 ACTIVISION BLIZZARD, INC. .................................................... 82
14.2.1 COMPANY OVERVIEW ......................................................... 82
14.2.2 FINANCIAL OVERVIEW ......................................................... 83
14.2.3 PRODUCTS OFFERED ......................................................... 84
14.2.4 KEY DEVELOPMENTS .......................................................... 84
14.2.5 SWOT ANALYSIS..... 85
14.2.6 KEY STRATEGIES ... 85
14.3 NINTENDO ................... 86
14.3.1 COMPANY OVERVIEW ......................................................... 86
14.3.2 FINANCIAL OVERVIEW ......................................................... 87
14.3.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ................ 87
14.3.4 KEY DEVELOPMENTS .......................................................... 87
14.3.5 SWOT ANALYSIS..... 88
14.3.6 KEY STRATEGIES ... 88
14.4 ELECTRONIC ARTS INC. .......................................................... 89
14.4.1 COMPANY OVERVIEW ......................................................... 89
14.4.2 FINANCIAL OVERVIEW ......................................................... 89
14.4.3 PRODUCTS OFFERED ......................................................... 90
14.4.4 KEY DEVELOPMENTS .......................................................... 90
14.4.5 SWOT ANALYSIS..... 90
14.4.6 KEY STRATEGIES ... 90
14.5 TENCENT HOLDINGS LTD ....................................................... 91
14.5.1 COMPANY OVERVIEW ......................................................... 91
14.5.2 FINANCIAL OVERVIEW ......................................................... 93
14.5.3 PRODUCTS OFFERED ......................................................... 93
14.5.4 KEY DEVELOPMENTS .......................................................... 94
14.5.5 SWOT ANALYSIS..... 94
14.5.6 KEY STRATEGIES ... 94
14.6 EPIC GAMES ............... 95
14.6.1 COMPANY OVERVIEW ......................................................... 95
14.6.2 FINANCIAL OVERVIEW ......................................................... 95
14.6.3 PRODUCTS OFFERED ......................................................... 95
14.6.4 KEY DEVELOPMENTS .......................................................... 95
14.6.5 SWOT ANALYSIS..... 96
14.6.6 KEY STRATEGIES ... 96
14.7 CAPCOM CO. LTD ....... 97
14.7.1 COMPANY OVERVIEW ......................................................... 97
14.7.2 FINANCIAL OVERVIEW ......................................................... 98
14.7.3 PRODUCTS OFFERED ......................................................... 98
14.7.4 KEY DEVELOPMENTS .......................................................... 98
14.7.5 SWOT ANALYSIS..... 99
14.7.6 KEY STRATEGIES ... 99
14.8 KABAM ......................... 100
14.8.1 COMPANY OVERVIEW ......................................................... 100
14.8.2 FINANCIAL OVERVIEW ......................................................... 100
14.8.3 PRODUCTS OFFERED ......................................................... 100
14.8.4 KEY DEVELOPMENTS .......................................................... 100
14.8.5 SWOT ANALYSIS..... 101
14.8.6 KEY STRATEGIES ... 101
14.9 MODERN TIMES GROUP .......................................................... 102
14.9.1 COMPANY OVERVIEW ......................................................... 102
14.9.2 FINANCIAL OVERVIEW ......................................................... 103
14.9.3 PRODUCTS OFFERED ......................................................... 103
14.9.4 KEY DEVELOPMENTS .......................................................... 104
14.9.5 SWOT ANALYSIS..... 104
14.9.6 KEY STRATEGIES ... 104
14.10 VALVE CORPORATION ............................................................ 105
14.10.1 COMPANY OVERVIEW ........................................................ 105
14.10.2 FINANCIAL OVERVIEW ....................................................... 105
14.10.3 PRODUCTS OFFERED ........................................................ 105
14.10.4 KEY DEVELOPMENTS ......................................................... 105
14.10.5 SWOT ANALYSIS ... 106
14.10.6 KEY STRATEGIES .. 106
14.11 CJ CORPORATION ...... 107
14.11.1 COMPANY OVERVIEW ........................................................ 107
14.11.2 FINANCIAL OVERVIEW ....................................................... 107
14.11.3 PRODUCTS OFFERED ........................................................ 107
14.11.4 KEY DEVELOPMENTS ......................................................... 107
14.11.5 SWOT ANALYSIS ... 108
14.11.6 KEY STRATEGIES .. 108
14.12 GFNITY ......................... 109
14.12.1 COMPANY OVERVIEW ........................................................ 109
14.12.2 FINANCIAL OVERVIEW ....................................................... 109
14.12.3 PRODUCTS OFFERED ........................................................ 109
14.12.4 KEY DEVELOPMENTS ......................................................... 109
14.12.5 SWOT ANALYSIS ... 110
14.12.6 KEY STRATEGIES .. 110
14.13 TAKE-TWO INTERACTIVE ........................................................ 111
14.13.1 COMPANY OVERVIEW ........................................................ 111
14.13.2 FINANCIAL OVERVIEW ....................................................... 112
14.13.3 PRODUCTS OFFERED ........................................................ 112
14.13.4 KEY DEVELOPMENTS ......................................................... 113
14.13.5 SWOT ANALYSIS ... 113
14.13.6 KEY STRATEGIES .. 113
14.14 HUYA INC. .................... 114
14.14.1 COMPANY OVERVIEW ........................................................ 114
14.14.2 FINANCIAL OVERVIEW ....................................................... 115
14.14.3 PRODUCTS/SOLUTIONS/SERVICES OFFERED ............... 115
14.14.4 KEY DEVELOPMENTS ......................................................... 115
14.14.5 SWOT ANALYSIS ... 116
14.14.6 KEY STRATEGIES .. 116
14.15 NAZARA TECHNOLOGIES ........................................................ 117
14.15.1 COMPANY OVERVIEW ........................................................ 117
14.15.2 FINANCIAL OVERVIEW ....................................................... 118
14.15.3 PRODUCTS OFFERED ........................................................ 118
14.15.4 KEY DEVELOPMENTS ......................................................... 119
14.15.5 SWOT ANALYSIS ... 119
14.15.6 KEY STRATEGIES .. 119

 

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