Global Esports Market Research Report: Forecast (2025-2030)
商品番号 : SMB-78743
出版社 | MarkNtel Advisors |
出版年月 | 2025年4月 |
ページ数 | 191 |
価格タイプ | シングルユーザライセンス |
価格 | USD 4,850 |
種別 | 英文調査報告書 |
eスポーツ市場 – ゲームタイプ別(マルチプレイヤーオンラインバトルアリーナ、一人称視点シューティング、リアルタイムストラテジー、スポーツ、格闘技、バトルロイヤル、その他)、収益源別(スポンサーシップ、広告、メディア権、チケット・グッズ販売、パブリッシャー手数料、ストリーミング)、デバイスタイプ別(モバイル、PC、コンソール)、ストリーミングタイプ別(ライブ、ビデオオンデマンド)など
Market Definition
The global esports market encompasses a rapidly growing industry focused on competitive video gaming, where professional players and teams compete in various gaming genres, attracting millions of fans and participants globally. With advancements in technology, increased internet access, and the rise of streaming platforms, esports has evolved into a mainstream entertainment sector, commanding significant attention from advertisers and sponsors.
世界のeスポーツ市場は、対戦型ビデオゲームに特化しており、急成長を遂げています。プロのプレイヤーやチームが様々なゲームジャンルで競い合い、世界中で何百万人ものファンや参加者を魅了しています。テクノロジーの進歩、インターネットアクセスの拡大、そしてストリーミングプラットフォームの台頭により、eスポーツは主流のエンターテインメントセクターへと進化し、広告主やスポンサーから大きな注目を集めています。

Market Insights & Analysis: Global Esports Market (2025-30)
The global esports market was valued at approximately USD 1.81 billion in 2024, projected to reach USD 5.88 billion by 2030, growing at a remarkable compound annual growth rate (CAGR) of around 22.21% during the forecast period. Key factors fueling this growth include the proliferation of high-speed internet, the ubiquity of mobile gaming, and the growing interest in competitive gaming events among younger demographics. Major tournaments like the League of Legends World Championship and the Dota 2 International Championship continue to draw massive global viewership, further elevating the industry’s profile.
Esports Market Key Driver
The rapid expansion of the esports market is primarily driven by the increasing accessibility of smartphones and free-to-play gaming models, which have opened doors for players across different age groups and regions. The mobile gaming segment alone accounts for over 43% of the esports market, highlighting its significant impact on player engagement and viewership. Additionally, government initiatives aimed at enhancing digital infrastructure are playing a crucial role in enabling better internet connectivity, thus supporting the growth of online gaming and esports ecosystems globally.
Esports Market Challenge
Despite its rapid growth, the esports market faces challenges related to addiction and health issues among participants and viewers. The prolonged screen time associated with gaming has raised concerns about physical and mental health among gamers, including issues such as “computer vision syndrome,” repetitive strain injuries (RSIs), and sedentary lifestyle diseases. Both industry stakeholders and health professionals emphasize the importance of balanced gaming practices, frequent breaks, and good ergonomics to mitigate these risks.
Scope of the Global Esports Market Report
This report provides an in-depth analysis of the global esports market, including market size, share, and growth forecasts. It highlights key trends, opportunities, and challenges shaping the industry’s future and offers insights into competitive dynamics. By examining various segments, such as game type, revenue sources, device type, and streaming types, stakeholders can gain a comprehensive understanding of the market landscape and make informed decisions.
Report Coverage | Details |
---|---|
Historical Years | 2020-23 |
Base Years | 2024 |
Forecast Years | 2025-30 |
Market Value in 2024 | USD 1.81 Billion |
Market Value in 2030 | USD 5.88 Billion |
CAGR (2025-30) | 22.21% |
Leading Region | North America |
Top Key Players | G2 Esports, Team Liquid, Astralis, OG,100 Thieves, Fnatic, T1, Evil Geniuses, Activision Blizzard, FaZe Clan, Talon Esports, NRG Esports, Major League Gaming (MLG), Cloud9, Tencent, and Others |
Key Report Highlights |
|
Global Esports Market Competitive Landscape
The competitive landscape of the esports market features numerous players vying for dominance. Key companies include:
G2 Esports
Team Liquid
Astralis
OG
100 Thieves
Fnatic
T1
Evil Geniuses
Activision Blizzard
FaZe Clan
Talon Esports
NRG Esports
Major League Gaming (MLG)
Cloud9
Tencent
Recent Development
February 2025: G2 Esports announced a partnership with Invictus Gaming to enter the Dota 2 esports scene, marking its expansion into China.
Global Esports Market Segmentation
By Game Type:
Multiplayer Online Battle Arena (MOBA)
First-Person Shooter (FPS)
Real-Time Strategy (RTS)
Sports
Fighting
Battle Royale
Others
By Revenue Source:
Sponsorship
Advertising
Media Rights
Ticket & Merchandise Sales
Publisher Fees
Streaming
By Device Type:
Mobile
PC
Console
By Streaming Type:
Live
Video-on-demand
Regional Insights
North America: 54% market share, leading in infrastructure and professional teams.
Europe: Significant growth in esports engagement and tournaments.
Asia-Pacific: Rapidly growing market driven by mobile gaming.
Middle East & Africa: Emerging regions with increasing investments.
South America: Growing interest in competitive gaming and esports events.
Frequently Asked Questions (FAQs)
- What is the expected growth rate of the esports market over the forecast period?
- What is the size of the esports market in 2024?
- Which demographic is driving the growth of mobile gaming within the esports market?
- What are some of the health challenges associated with prolonged esports participation?
- How is the competitive landscape shaping the future of the esports market?
Table of Contents
1. Market Segmentation
2. Introduction
2.1. Product Definition
2.2. Research Process
2.3. Assumptions
3. Executive Summary
4. Global Esports Market Policies, Regulations, and Product Standards
5. Global Esports Market Trends & Developments
6. Global Esports Market Dynamics
6.1. Growth Drivers
6.2. Challenges
7. Global Esports Market Hotspot & Opportunities
8. Global Esports Market Value Chain Analysis
9. Global Esports Market Outlook, 2020-2030F
9.1. Market Size & Outlook
9.1.1. By Revenue (USD Million)
9.2. Market Share & Outlook
9.2.1. By Game Type
9.2.1.1. Multiplayer Online Battle Arena (MOBA)- Market Size & Forecast 2020-2030, USD Million
9.2.1.2. First-Person Shooter (FPS)- Market Size & Forecast 2020-2030, USD Million
9.2.1.3. Real-Time Strategy (RTS)- Market Size & Forecast 2020-2030, USD Million
9.2.1.4. Sports- Market Size & Forecast 2020-2030, USD Million
9.2.1.5. Fighting- Market Size & Forecast 2020-2030, USD Million
9.2.1.6. Battle Royale- Market Size & Forecast 2020-2030, USD Million
9.2.1.7. Others- Market Size & Forecast 2020-2030, USD Million
9.2.2. By Revenue Source
9.2.2.1. Sponsorship- Market Size & Forecast 2020-2030, USD Million
9.2.2.2. Advertising- Market Size & Forecast 2020-2030, USD Million
9.2.2.3. Media Rights- Market Size & Forecast 2020-2030, USD Million
9.2.2.4. Ticket & Merchandise Sales- Market Size & Forecast 2020-2030, USD Million
9.2.2.5. Publisher Fees- Market Size & Forecast 2020-2030, USD Million
9.2.2.6. Streaming- Market Size & Forecast 2020-2030, USD Million
9.2.3. By Device Type
9.2.3.1. Mobile- Market Size & Forecast 2020-2030, USD Million
9.2.3.2. PC- Market Size & Forecast 2020-2030, USD Million
9.2.3.3. Console- Market Size & Forecast 2020-2030, USD Million
9.2.4. By Streaming Type
9.2.4.1. Live- Market Size & Forecast 2020-2030, USD Million
9.2.4.2. Video-on-demand- Market Size & Forecast 2020-2030, USD Million
9.2.5. By Region
9.2.5.1. North America
9.2.5.2. South America
9.2.5.3. Europe
9.2.5.4. Middle East and Africa
9.2.5.5. Asia-Pacific
9.2.6. By Company
9.2.6.1. Company Revenue Shares
9.2.6.2. Competitor Characteristics
10. North America Esports Market Outlook, 2020-2030F
10.1. Market Size & Outlook
10.1.1. By Revenue (USD Million)
10.2. Market Share & Outlook
10.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
10.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
10.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
10.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
10.2.5. By Country
10.2.5.1. The US
10.2.5.2. Canada
10.2.5.3. Mexico
10.3. The US Esports Market Outlook, 2020-2030F
10.3.1. Market Size & Outlook
10.3.1.1. By Revenue (USD Million)
10.3.2. Market Share & Outlook
10.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
10.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
10.4. Canada Esports Market Outlook, 2020-2030F
10.4.1. Market Size & Outlook
10.4.1.1. By Revenue (USD Million)
10.4.2. Market Share & Outlook
10.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
10.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
10.5. Mexico Esports Market Outlook, 2020-2030F
10.5.1. Market Size & Outlook
10.5.1.1. By Revenue (USD Million)
10.5.2. Market Share & Outlook
10.5.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
10.5.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
11. South America Esports Market, 2020-2030F
11.1. Market Size & Outlook
11.1.1. By Revenue (USD Million)
11.2. Market Share & Outlook
11.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
11.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
11.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
11.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
11.2.5. By Country
11.2.5.1. Brazil
11.2.5.2. Argentina
11.2.5.3. Rest of South America
11.3. Brazil Esports Market Outlook, 2020-2030F
11.3.1. Market Size & Outlook
11.3.1.1. By Revenue (USD Million)
11.3.2. Market Share & Outlook
11.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
11.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
11.4. Argentina Esports Market Outlook, 2020-2030F
11.4.1. Market Size & Outlook
11.4.1.1. By Revenue (USD Million)
11.4.2. Market Share & Outlook
11.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
11.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12. Europe Esports Market Outlook, 2020-2030F
12.1. Market Size & Analysis
12.1.1. By Revenues (USD Million)
12.2. Market Share & Analysis
12.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
12.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
12.2.5. By Country
12.2.5.1. The UK
12.2.5.2. Germany
12.2.5.3. France
12.2.5.4. Italy
12.2.5.5. Spain
12.2.5.6. Rest of Europe
12.3. The UK Esports Market Outlook, 2020-2030F
12.3.1. Market Size & Analysis
12.3.1.1. By Revenues (USD Million)
12.3.2. Market Share & Analysis
12.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.4. Germany Esports Market Outlook, 2020-2030F
12.4.1. Market Size & Analysis
12.4.1.1. By Revenues (USD Million)
12.4.2. Market Share & Analysis
12.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.5. France Esports Market Outlook, 2020-2030F
12.5.1. Market Size & Analysis
12.5.1.1. By Revenues (USD Million)
12.5.2. Market Share & Analysis
12.5.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.5.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.6. Italy Esports Market Outlook, 2020-2030F
12.6.1. Market Size & Analysis
12.6.1.1. By Revenues (USD Million)
12.6.2. Market Share & Analysis
12.6.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.6.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
12.7. Spain Esports Market Outlook, 2020-2030F
12.7.1. Market Size & Analysis
12.7.1.1. By Revenues (USD Million)
12.7.2. Market Share & Analysis
12.7.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
12.7.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
13. Middle East & Africa Esports Market, 2020-2030F
13.1. Market Size & Outlook
13.1.1. By Revenue (USD Million)
13.2. Market Share & Outlook
13.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
13.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
13.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
13.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
13.2.5. By Country
13.2.5.1. Saudi Arabia
13.2.5.2. The UAE
13.2.5.3. South Africa
13.2.5.4. Rest of Middle East & Africa
13.3. Saudi Arabia Esports Market Outlook, 2020-2030F
13.3.1. Market Size & Outlook
13.3.1.1. By Revenue (USD Million)
13.3.2. Market Share & Outlook
13.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
13.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
13.4. The UAE Esports Market Outlook, 2020-2030F
13.4.1. Market Size & Outlook
13.4.1.1. By Revenue (USD Million)
13.4.2. Market Share & Outlook
13.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
13.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
13.5. South Africa Esports Market Outlook, 2020-2030F
13.5.1. Market Size & Outlook
13.5.1.1. By Revenue (USD Million)
13.5.2. Market Share & Outlook
13.5.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
13.5.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14. Asia Pacific Esports Market, 2020-2030F
14.1. Market Size & Outlook
14.1.1. By Revenue (USD Million)
14.2. Market Share & Outlook
14.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.2.3. By Device Type- Market Size & Forecast 2020-2030, USD Million
14.2.4. By Streaming Type- Market Size & Forecast 2020-2030, USD Million
14.2.5. By Country
14.2.5.1. China
14.2.5.2. Japan
14.2.5.3. India
14.2.5.4. Australia
14.2.5.5. South Korea
14.2.5.6. Rest of Asia Pacific
14.3. China Esports Market Outlook, 2020-2030F
14.3.1. Market Size & Outlook
14.3.1.1. By Revenue (USD Million)
14.3.2. Market Share & Outlook
14.3.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.3.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.4. Japan Esports Market Outlook, 2020-2030F
14.4.1. Market Size & Outlook
14.4.1.1. By Revenue (USD Million)
14.4.2. Market Share & Outlook
14.4.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.4.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.5. India Esports Market Outlook, 2020-2030F
14.5.1. Market Size & Outlook
14.5.1.1. By Revenue (USD Million)
14.5.2. Market Share & Outlook
14.5.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.5.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.6. Australia Esports Market Outlook, 2020-2030F
14.6.1. Market Size & Outlook
14.6.1.1. By Revenue (USD Million)
14.6.2. Market Share & Outlook
14.6.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.6.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
14.7. South Korea Esports Market Outlook, 2020-2030F
14.7.1. Market Size & Outlook
14.7.1.1. By Revenue (USD Million)
14.7.2. Market Share & Outlook
14.7.2.1. By Game Type- Market Size & Forecast 2020-2030, USD Million
14.7.2.2. By Revenue Source- Market Size & Forecast 2020-2030, USD Million
15. Global Esports Market Key Strategic Imperatives for Success & Growth
16. Competition Outlook
16.1. Company Profiles
16.1.1. G2 Esports
16.1.1.1. Business Description
16.1.1.2. Type Portfolio
16.1.1.3. Strategic Alliances or Partnerships
16.1.1.4. Recent Developments
16.1.1.5. Financial Details
16.1.1.6. Others
16.1.2. Team Liquid
16.1.2.1. Business Description
16.1.2.2. Type Portfolio
16.1.2.3. Strategic Alliances or Partnerships
16.1.2.4. Recent Developments
16.1.2.5. Financial Details
16.1.2.6. Others
16.1.3. Astralis
16.1.3.1. Business Description
16.1.3.2. Type Portfolio
16.1.3.3. Strategic Alliances or Partnerships
16.1.3.4. Recent Developments
16.1.3.5. Financial Details
16.1.3.6. Others
16.1.4. OG
16.1.4.1. Business Description
16.1.4.2. Type Portfolio
16.1.4.3. Strategic Alliances or Partnerships
16.1.4.4. Recent Developments
16.1.4.5. Financial Details
16.1.4.6. Others
16.1.5. 100 Thieves
16.1.5.1. Business Description
16.1.5.2. Type Portfolio
16.1.5.3. Strategic Alliances or Partnerships
16.1.5.4. Recent Developments
16.1.5.5. Financial Details
16.1.5.6. Others
16.1.6. Fnatic
16.1.6.1. Business Description
16.1.6.2. Type Portfolio
16.1.6.3. Strategic Alliances or Partnerships
16.1.6.4. Recent Developments
16.1.6.5. Financial Details
16.1.6.6. Others
16.1.7. T1
16.1.7.1. Business Description
16.1.7.2. Type Portfolio
16.1.7.3. Strategic Alliances or Partnerships
16.1.7.4. Recent Developments
16.1.7.5. Financial Details
16.1.7.6. Others
16.1.8. Evil Geniuses
16.1.8.1. Business Description
16.1.8.2. Type Portfolio
16.1.8.3. Strategic Alliances or Partnerships
16.1.8.4. Recent Developments
16.1.8.5. Financial Details
16.1.8.6. Others
16.1.9. Activision Blizzard
16.1.9.1. Business Description
16.1.9.2. Type Portfolio
16.1.9.3. Strategic Alliances or Partnerships
16.1.9.4. Recent Developments
16.1.9.5. Financial Details
16.1.9.6. Others
16.1.10. FaZe Clan
16.1.10.1. Business Description
16.1.10.2. Type Portfolio
16.1.10.3. Strategic Alliances or Partnerships
16.1.10.4. Recent Developments
16.1.10.5. Financial Details
16.1.10.6. Others
16.1.11. Talon Esports
16.1.11.1. Business Description
16.1.11.2. Type Portfolio
16.1.11.3. Strategic Alliances or Partnerships
16.1.11.4. Recent Developments
16.1.11.5. Financial Details
16.1.11.6. Others
16.1.12. NRG Esports
16.1.12.1. Business Description
16.1.12.2. Type Portfolio
16.1.12.3. Strategic Alliances or Partnerships
16.1.12.4. Recent Developments
16.1.12.5. Financial Details
16.1.12.6. Others
16.1.13. Major League Gaming (MLG)
16.1.13.1. Business Description
16.1.13.2. Type Portfolio
16.1.13.3. Strategic Alliances or Partnerships
16.1.13.4. Recent Developments
16.1.13.5. Financial Details
16.1.13.6. Others
16.1.14. Cloud9
16.1.14.1. Business Description
16.1.14.2. Type Portfolio
16.1.14.3. Strategic Alliances or Partnerships
16.1.14.4. Recent Developments
16.1.14.5. Financial Details
16.1.14.6. Others
16.1.15. Tencent
16.1.15.1. Business Description
16.1.15.2. Type Portfolio
16.1.15.3. Strategic Alliances or Partnerships
16.1.15.4. Recent Developments
16.1.15.5. Financial Details
16.1.15.6. Others
16.1.16. Others
17. Disclaimer
List of Tables
Table 1: Global Esports Market Policies, Regulations, and Product Standards
Table 2: Global Esports Market Trends & Developments
Table 3: Global Esports Market Dynamics
Table 4: Growth Drivers of the Global Esports Market
Table 5: Challenges in the Global Esports Market
Table 6: Global Esports Market Hotspot & Opportunities
Table 7: Global Esports Market Value Chain Analysis
Table 8: Market Size & Outlook by Revenue (USD Million)
Table 9: Market Share & Outlook by Game Type
Table 10: Market Size & Forecast 2020-2030 by Game Type (MOBA, FPS, RTS, etc.)
Table 11: Market Size & Forecast 2020-2030 by Revenue Source (Sponsorship, Advertising, etc.)
Table 12: Market Size & Forecast 2020-2030 by Device Type (Mobile, PC, Console)
Table 13: Market Size & Forecast 2020-2030 by Streaming Type (Live, Video-on-demand)
Table 14: North America Esports Market Outlook, 2020-2030F
Table 15: South America Esports Market Outlook, 2020-2030F
List of Figures
Figure 1: Global Esports Market Dynamics
Figure 2: Market Size & Outlook by Revenue (2020-2030)
Figure 3: Market Share by Game Type (2020-2030 Forecast)
Figure 4: Revenue Sources of the Esports Market
Figure 5: Global Esports Market Growth Drivers
Figure 6: Market Size & Outlook by Region (2020-2030F)
Figure 7: North America Esports Market Overview
Figure 8: European Esports Market Breakdown
Figure 9: Asia-Pacific Esports Market Trends
Figure 10: Revenue Shares of Top Esports Companies
Figure 11: Competitive Landscape of the Global Esports Market
Figure 12: Market Size by Device Type (2020-2030)
Figure 13: Streaming Type Revenue Analysis
Figure 14: Forecast of Esports Participation Growth
Figure 15: Key Strategic Imperatives for Success in the Esports Market
MarkNtel Advisorsは広範な市場を対象にした市場調査レポートを出版しています。
ライセンス別価格表
調査会社の事情により予告なしに変更されることがございます。最新の状況およびその他のパターンについてはお問い合わせください。
ライセンスタイプ1
シングルユーザ | マルチユーザ | コーポレート |
USD2,950 | USD3,850 | USD4,950 |
ライセンスタイプ2
シングルユーザ | マルチユーザ | コーポレート |
USD3,950 | USD4,850 | USD6,350 |
ライセンスタイプ3
シングルユーザ | マルチユーザ | コーポレート |
USD4,850 | USD6,000 | USD7,500 |
ご購入に関するご案内
価格・納期について
- 価格
- ウェブサイトに記載の外貨(定価)を見積日のTTSレートで換算後消費税を加えた金額が弊社からの請求金額になります。見積金額はレート変動に関係なく見積書発行日より2週間有効です。手数料(ハンドリングチャージ)無料。
- ライセンス
- シングルユーザライセンス
- 1デバイスまでレポートファイルをご利用いただけます。
- 印刷不可ファイルのご提供です。
- マルチユーザライセンス
- 同一企業内5デバイスまでレポートファイルをご共有いただけます。
- 印刷可能ファイルのご提供です。
- コーポレートライセンス
- 同一企業内でデバイス数無制限でレポートファイルのご利用が可能です。
- 印刷可能ファイルのご提供です。
- シングルユーザライセンス
- 納品形態
- Eメール
- 納期
- お問合せください。
ご注文方法
- レポートページ内のお問い合わせフォームより見積もりをご請求ください。確認次第見積書と発注書をお送りいたします。既に弊社の見積書をお持ちの場合にはEメールまたはFAXでご注文ください。
その他
- 商品の性質上、ご注文後のキャンセル/返品/交換はできません。ご了承ください。
最新調査レポート
- プライベート5Gネットワークの世界市場調査レポート 2025-04-28
- 米国の自動車レーダー市場調査レポート 2025-04-24
- 太陽熱淡水化プラントの世界市場調査レポート 2025-04-24
- 配送ロボットの世界市場調査レポート 2025-04-11
- コールドプラズマの世界市場調査レポート 2025-04-10