Cloud Gaming Market Opportunities 2031
The market is expected to develop because to the rising popularity of cloud gaming and the prevalence of better cross-platform gameplay, which improves the gaming experience. The growing demand for cloud gaming is fueled by the increasing penetration of internet services and easy access to cloud-based games. Furthermore, network infrastructure advancements such as 5G offer lower latency and higher bandwidth, allowing gamers to broadcast XR (augmented reality and virtual reality) gaming without interruption.
MARKET DYNAMICS
The increasing popularity of social media games is expected to boost industry growth. A large portion of the world's population uses social networking sites like Facebook, Instagram, and Reddit to play games. Furthermore, social networking companies are focusing on acquiring cloud game providers in order to offer a variety of cloud games on social media platforms and increase client engagement. For example, Facebook, Inc. purchased Playgiga, a cloud gaming service company, in December 2019. The company wanted to use the acquisition to develop cloud gaming services on its platform in order to improve user engagement.
MARKET SCOPE
The "Global Cloud Gaming Market Analysis To 2031" is a specialized and in-depth study of the technology, media, and telecommunication industry with a special focus on the global market trend analysis. The cloud gaming market report aims to provide an overview of the cloud gaming market with detailed market segmentation by type, device, gamer type, and geography. The global cloud gaming market is expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading cloud gaming market players and offers key trends and opportunities in the market.
MARKET SEGMENTATION
The global cloud gaming market is segmented based on type, device, gamer type. Based on type, the cloud gaming market is segmented into file streaming, video streaming. Based on device, the cloud gaming market is segmented mobile phones, pcs, gaming consoles, tablets, smart TVs, head mounted displays. Based on gamer type, the cloud gaming market is segmented into casual gamers, avid gamers, hardcore gamers.
REGIONAL FRAMEWORK
The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global cloud gaming market based on various segments. It also provides market size and forecast estimates from the year 2017 to 2031 with respect to five major regions, namely, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The cloud gaming market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.
The report analyzes factors affecting the cloud gaming market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely, North America, Europe, APAC, MEA, and South& Central America after evaluating political, economic, social and technological factors affecting the cloud gaming market in these regions.
Have a question?
Naveen
Naveen will walk you through a 15-minute call to present the report’s content and answer all queries if you have any.
Speak to Analyst- Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
- Request discounts available for Start-Ups & Universities
The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global cloud gaming market based on various segments. It also provides market size and forecast estimates from the year 2017 to 2031 with respect to five major regions, namely, North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South & Central America. The cloud gaming market by each region is later sub-segmented by respective countries and segments. The report covers the analysis and forecast of 18 countries globally along with the current trend and opportunities prevailing in the region.
The report analyzes factors affecting the cloud gaming market from both demand and supply side and further evaluates market dynamics affecting the market during the forecast period i.e., drivers, restraints, opportunities, and future trend. The report also provides exhaustive PEST analysis for all five regions namely, North America, Europe, APAC, MEA, and South& Central America after evaluating political, economic, social and technological factors affecting the cloud gaming market in these regions.
MARKET PLAYERS
The reports cover key developments in the cloud gaming market as organic and inorganic growth strategies. Various companies are focusing on organic growth strategies such as product launches, product approvals and others such as patents and events. Inorganic growth strategies activities witnessed in the market were acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market players from cloud gaming market are anticipated to lucrative growth opportunities in the future with the rising demand for filter products in the global market. Below mentioned is the list of few companies engaged in the underwriting and rating software market.
The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the underwriting and rating software market. In addition, the report focuses on leading industry players with information such as company profiles, components, and services offered, financial information of the last 3 years, the key development in the past five years.
- Amazon Web Services, Inc.
- IBM Corp.
- LiquidSky Software, Inc
- Microsoft Corporation
- NVIDIA Corporation
- PAPERSPACE
- Playgiga
- Playkey
- Sony Corporation
- Vortex
- Sample PDF showcases the content structure and the nature of the information with qualitative and quantitative analysis.
- Request discounts available for Start-Ups & Universities
Report Coverage
Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends
Segment Covered
This text is related
to segments covered.
Regional Scope
North America, Europe, Asia Pacific, Middle East & Africa, South & Central America
Country Scope
This text is related
to country scope.
1. INTRODUCTION
1.1. SCOPE OF THE STUDY
1.2. THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3. MARKET SEGMENTATION
1.3.1 Cloud Gaming Market - By Type
1.3.2 Cloud Gaming Market - By Device
1.3.3 Cloud Gaming Market - By Gamer Type
1.3.4 Cloud Gaming Market - By Region
1.3.4.1 By Country
2. KEY TAKEAWAYS
3. RESEARCH METHODOLOGY
4. CLOUD GAMING MARKET LANDSCAPE
4.1. OVERVIEW
4.2. PORTER'S FIVE FORCES ANALYSIS
4.2.1 Bargaining Power of Buyers
4.2.1 Bargaining Power of Suppliers
4.2.1 Threat of Substitute
4.2.1 Threat of New Entrants
4.2.1 Competitive Rivalry
4.3. ECOSYSTEM ANALYSIS
4.4. EXPERT OPINIONS
5. CLOUD GAMING MARKET - KEY MARKET DYNAMICS
5.1. KEY MARKET DRIVERS
5.2. KEY MARKET RESTRAINTS
5.3. KEY MARKET OPPORTUNITIES
5.4. FUTURE TRENDS
5.5. IMPACT ANALYSIS OF DRIVERS AND RESTRAINTS
6. CLOUD GAMING MARKET - GLOBAL MARKET ANALYSIS
6.1. CLOUD GAMING - GLOBAL MARKET OVERVIEW
6.2. CLOUD GAMING - GLOBAL MARKET AND FORECAST TO 2028
6.3. MARKET POSITIONING/MARKET SHARE
7. CLOUD GAMING MARKET - REVENUE AND FORECASTS TO 2028 - TYPE
7.1. OVERVIEW
7.2. TYPE MARKET FORECASTS AND ANALYSIS
7.3. FILE STREAMING
7.3.1. Overview
7.3.2. File Streaming Market Forecast and Analysis
7.4. VIDEO STREAMING
7.4.1. Overview
7.4.2. Video Streaming Market Forecast and Analysis
8. CLOUD GAMING MARKET - REVENUE AND FORECASTS TO 2028 - DEVICE
8.1. OVERVIEW
8.2. DEVICE MARKET FORECASTS AND ANALYSIS
8.3. MOBILE PHONES
8.3.1. Overview
8.3.2. Mobile Phones Market Forecast and Analysis
8.4. PCS
8.4.1. Overview
8.4.2. PCs Market Forecast and Analysis
8.5. GAMING CONSOLES
8.5.1. Overview
8.5.2. Gaming Consoles Market Forecast and Analysis
8.6. TABLETS
8.6.1. Overview
8.6.2. Tablets Market Forecast and Analysis
8.7. SMART TVS
8.7.1. Overview
8.7.2. Smart TVs Market Forecast and Analysis
8.8. HEAD MOUNTED DISPLAYS
8.8.1. Overview
8.8.2. Head Mounted Displays Market Forecast and Analysis
9. CLOUD GAMING MARKET - REVENUE AND FORECASTS TO 2028 - GAMER TYPE
9.1. OVERVIEW
9.2. GAMER TYPE MARKET FORECASTS AND ANALYSIS
9.3. CASUAL GAMERS
9.3.1. Overview
9.3.2. Casual Gamers Market Forecast and Analysis
9.4. AVID GAMERS
9.4.1. Overview
9.4.2. Avid Gamers Market Forecast and Analysis
9.5. HARDCORE GAMERS
9.5.1. Overview
9.5.2. Hardcore Gamers Market Forecast and Analysis
10. CLOUD GAMING MARKET REVENUE AND FORECASTS TO 2028 - GEOGRAPHICAL ANALYSIS
10.1. NORTH AMERICA
10.1.1 North America Cloud Gaming Market Overview
10.1.2 North America Cloud Gaming Market Forecasts and Analysis
10.1.3 North America Cloud Gaming Market Forecasts and Analysis - By Type
10.1.4 North America Cloud Gaming Market Forecasts and Analysis - By Device
10.1.5 North America Cloud Gaming Market Forecasts and Analysis - By Gamer Type
10.1.6 North America Cloud Gaming Market Forecasts and Analysis - By Countries
10.1.6.1 United States Cloud Gaming Market
10.1.6.1.1 United States Cloud Gaming Market by Type
10.1.6.1.2 United States Cloud Gaming Market by Device
10.1.6.1.3 United States Cloud Gaming Market by Gamer Type
10.1.6.2 Canada Cloud Gaming Market
10.1.6.2.1 Canada Cloud Gaming Market by Type
10.1.6.2.2 Canada Cloud Gaming Market by Device
10.1.6.2.3 Canada Cloud Gaming Market by Gamer Type
10.1.6.3 Mexico Cloud Gaming Market
10.1.6.3.1 Mexico Cloud Gaming Market by Type
10.1.6.3.2 Mexico Cloud Gaming Market by Device
10.1.6.3.3 Mexico Cloud Gaming Market by Gamer Type
10.2. EUROPE
10.2.1 Europe Cloud Gaming Market Overview
10.2.2 Europe Cloud Gaming Market Forecasts and Analysis
10.2.3 Europe Cloud Gaming Market Forecasts and Analysis - By Type
10.2.4 Europe Cloud Gaming Market Forecasts and Analysis - By Device
10.2.5 Europe Cloud Gaming Market Forecasts and Analysis - By Gamer Type
10.2.6 Europe Cloud Gaming Market Forecasts and Analysis - By Countries
10.2.6.1 Germany Cloud Gaming Market
10.2.6.1.1 Germany Cloud Gaming Market by Type
10.2.6.1.2 Germany Cloud Gaming Market by Device
10.2.6.1.3 Germany Cloud Gaming Market by Gamer Type
10.2.6.2 France Cloud Gaming Market
10.2.6.2.1 France Cloud Gaming Market by Type
10.2.6.2.2 France Cloud Gaming Market by Device
10.2.6.2.3 France Cloud Gaming Market by Gamer Type
10.2.6.3 Italy Cloud Gaming Market
10.2.6.3.1 Italy Cloud Gaming Market by Type
10.2.6.3.2 Italy Cloud Gaming Market by Device
10.2.6.3.3 Italy Cloud Gaming Market by Gamer Type
10.2.6.4 United Kingdom Cloud Gaming Market
10.2.6.4.1 United Kingdom Cloud Gaming Market by Type
10.2.6.4.2 United Kingdom Cloud Gaming Market by Device
10.2.6.4.3 United Kingdom Cloud Gaming Market by Gamer Type
10.2.6.5 Russia Cloud Gaming Market
10.2.6.5.1 Russia Cloud Gaming Market by Type
10.2.6.5.2 Russia Cloud Gaming Market by Device
10.2.6.5.3 Russia Cloud Gaming Market by Gamer Type
10.2.6.6 Rest of Europe Cloud Gaming Market
10.2.6.6.1 Rest of Europe Cloud Gaming Market by Type
10.2.6.6.2 Rest of Europe Cloud Gaming Market by Device
10.2.6.6.3 Rest of Europe Cloud Gaming Market by Gamer Type
10.3. ASIA-PACIFIC
10.3.1 Asia-Pacific Cloud Gaming Market Overview
10.3.2 Asia-Pacific Cloud Gaming Market Forecasts and Analysis
10.3.3 Asia-Pacific Cloud Gaming Market Forecasts and Analysis - By Type
10.3.4 Asia-Pacific Cloud Gaming Market Forecasts and Analysis - By Device
10.3.5 Asia-Pacific Cloud Gaming Market Forecasts and Analysis - By Gamer Type
10.3.6 Asia-Pacific Cloud Gaming Market Forecasts and Analysis - By Countries
10.3.6.1 Australia Cloud Gaming Market
10.3.6.1.1 Australia Cloud Gaming Market by Type
10.3.6.1.2 Australia Cloud Gaming Market by Device
10.3.6.1.3 Australia Cloud Gaming Market by Gamer Type
10.3.6.2 China Cloud Gaming Market
10.3.6.2.1 China Cloud Gaming Market by Type
10.3.6.2.2 China Cloud Gaming Market by Device
10.3.6.2.3 China Cloud Gaming Market by Gamer Type
10.3.6.3 India Cloud Gaming Market
10.3.6.3.1 India Cloud Gaming Market by Type
10.3.6.3.2 India Cloud Gaming Market by Device
10.3.6.3.3 India Cloud Gaming Market by Gamer Type
10.3.6.4 Japan Cloud Gaming Market
10.3.6.4.1 Japan Cloud Gaming Market by Type
10.3.6.4.2 Japan Cloud Gaming Market by Device
10.3.6.4.3 Japan Cloud Gaming Market by Gamer Type
10.3.6.5 South Korea Cloud Gaming Market
10.3.6.5.1 South Korea Cloud Gaming Market by Type
10.3.6.5.2 South Korea Cloud Gaming Market by Device
10.3.6.5.3 South Korea Cloud Gaming Market by Gamer Type
10.3.6.6 Rest of Asia-Pacific Cloud Gaming Market
10.3.6.6.1 Rest of Asia-Pacific Cloud Gaming Market by Type
10.3.6.6.2 Rest of Asia-Pacific Cloud Gaming Market by Device
10.3.6.6.3 Rest of Asia-Pacific Cloud Gaming Market by Gamer Type
10.4. MIDDLE EAST AND AFRICA
10.4.1 Middle East and Africa Cloud Gaming Market Overview
10.4.2 Middle East and Africa Cloud Gaming Market Forecasts and Analysis
10.4.3 Middle East and Africa Cloud Gaming Market Forecasts and Analysis - By Type
10.4.4 Middle East and Africa Cloud Gaming Market Forecasts and Analysis - By Device
10.4.5 Middle East and Africa Cloud Gaming Market Forecasts and Analysis - By Gamer Type
10.4.6 Middle East and Africa Cloud Gaming Market Forecasts and Analysis - By Countries
10.4.6.1 South Africa Cloud Gaming Market
10.4.6.1.1 South Africa Cloud Gaming Market by Type
10.4.6.1.2 South Africa Cloud Gaming Market by Device
10.4.6.1.3 South Africa Cloud Gaming Market by Gamer Type
10.4.6.2 Saudi Arabia Cloud Gaming Market
10.4.6.2.1 Saudi Arabia Cloud Gaming Market by Type
10.4.6.2.2 Saudi Arabia Cloud Gaming Market by Device
10.4.6.2.3 Saudi Arabia Cloud Gaming Market by Gamer Type
10.4.6.3 U.A.E Cloud Gaming Market
10.4.6.3.1 U.A.E Cloud Gaming Market by Type
10.4.6.3.2 U.A.E Cloud Gaming Market by Device
10.4.6.3.3 U.A.E Cloud Gaming Market by Gamer Type
10.4.6.4 Rest of Middle East and Africa Cloud Gaming Market
10.4.6.4.1 Rest of Middle East and Africa Cloud Gaming Market by Type
10.4.6.4.2 Rest of Middle East and Africa Cloud Gaming Market by Device
10.4.6.4.3 Rest of Middle East and Africa Cloud Gaming Market by Gamer Type
10.5. SOUTH AND CENTRAL AMERICA
10.5.1 South and Central America Cloud Gaming Market Overview
10.5.2 South and Central America Cloud Gaming Market Forecasts and Analysis
10.5.3 South and Central America Cloud Gaming Market Forecasts and Analysis - By Type
10.5.4 South and Central America Cloud Gaming Market Forecasts and Analysis - By Device
10.5.5 South and Central America Cloud Gaming Market Forecasts and Analysis - By Gamer Type
10.5.6 South and Central America Cloud Gaming Market Forecasts and Analysis - By Countries
10.5.6.1 Brazil Cloud Gaming Market
10.5.6.1.1 Brazil Cloud Gaming Market by Type
10.5.6.1.2 Brazil Cloud Gaming Market by Device
10.5.6.1.3 Brazil Cloud Gaming Market by Gamer Type
10.5.6.2 Argentina Cloud Gaming Market
10.5.6.2.1 Argentina Cloud Gaming Market by Type
10.5.6.2.2 Argentina Cloud Gaming Market by Device
10.5.6.2.3 Argentina Cloud Gaming Market by Gamer Type
10.5.6.3 Rest of South and Central America Cloud Gaming Market
10.5.6.3.1 Rest of South and Central America Cloud Gaming Market by Type
10.5.6.3.2 Rest of South and Central America Cloud Gaming Market by Device
10.5.6.3.3 Rest of South and Central America Cloud Gaming Market by Gamer Type
11. INDUSTRY LANDSCAPE
11.1. MERGERS AND ACQUISITIONS
11.2. AGREEMENTS, COLLABORATIONS AND JOIN VENTURES
11.3. NEW PRODUCT LAUNCHES
11.4. EXPANSIONS AND OTHER STRATEGIC DEVELOPMENTS
12. CLOUD GAMING MARKET, KEY COMPANY PROFILES
12.1. AMAZON WEB SERVICES, INC.
12.1.1. Key Facts
12.1.2. Business Description
12.1.3. Products and Services
12.1.4. Financial Overview
12.1.5. SWOT Analysis
12.1.6. Key Developments
12.2. IBM CORP.
12.2.1. Key Facts
12.2.2. Business Description
12.2.3. Products and Services
12.2.4. Financial Overview
12.2.5. SWOT Analysis
12.2.6. Key Developments
12.3. LIQUIDSKY SOFTWARE, INC
12.3.1. Key Facts
12.3.2. Business Description
12.3.3. Products and Services
12.3.4. Financial Overview
12.3.5. SWOT Analysis
12.3.6. Key Developments
12.4. MICROSOFT CORPORATION
12.4.1. Key Facts
12.4.2. Business Description
12.4.3. Products and Services
12.4.4. Financial Overview
12.4.5. SWOT Analysis
12.4.6. Key Developments
12.5. NVIDIA CORPORATION
12.5.1. Key Facts
12.5.2. Business Description
12.5.3. Products and Services
12.5.4. Financial Overview
12.5.5. SWOT Analysis
12.5.6. Key Developments
12.6. PAPERSPACE
12.6.1. Key Facts
12.6.2. Business Description
12.6.3. Products and Services
12.6.4. Financial Overview
12.6.5. SWOT Analysis
12.6.6. Key Developments
12.7. PLAYGIGA
12.7.1. Key Facts
12.7.2. Business Description
12.7.3. Products and Services
12.7.4. Financial Overview
12.7.5. SWOT Analysis
12.7.6. Key Developments
12.8. PLAYKEY
12.8.1. Key Facts
12.8.2. Business Description
12.8.3. Products and Services
12.8.4. Financial Overview
12.8.5. SWOT Analysis
12.8.6. Key Developments
12.9. SONY CORPORATION
12.9.1. Key Facts
12.9.2. Business Description
12.9.3. Products and Services
12.9.4. Financial Overview
12.9.5. SWOT Analysis
12.9.6. Key Developments
12.10. VORTEX
12.10.1. Key Facts
12.10.2. Business Description
12.10.3. Products and Services
12.10.4. Financial Overview
12.10.5. SWOT Analysis
12.10.6. Key Developments
13. APPENDIX
13.1. ABOUT THE INSIGHT PARTNERS
13.2. GLOSSARY OF TERMS
1.Amazon Web Services, Inc.
2.IBM Corp.
3.LiquidSky Software, Inc
4.Microsoft Corporation
5.NVIDIA Corporation
6.PAPERSPACE
7.Playgiga
8.Playkey
9.Sony Corporation
10.Vortex
The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.
- Data Collection and Secondary Research:
As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.
Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.
- Primary Research:
The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.
For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.
A typical research interview fulfils the following functions:
- Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
- Validates and strengthens in-house secondary research findings
- Develops the analysis team’s expertise and market understanding
Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:
- Industry participants: VPs, business development managers, market intelligence managers and national sales managers
- Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.
Below is the breakup of our primary respondents by company, designation, and region:
Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.
- Data Analysis:
Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.
- 3.1 Macro-Economic Factor Analysis:
We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.
- 3.2 Country Level Data:
Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.
- 3.3 Company Profile:
The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.
- 3.4 Developing Base Number:
Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.
- Data Triangulation and Final Review:
The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.
We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.
We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.