Game-Based Learning Market Key Players Analysis 2031
The Game Based Learning Market is expected to register a CAGR of 16.3% from 2024 to 2031, with a market size expanding from US$ XX million in 2024 to US$ XX Million by 2031.
The report is segmented By Component (Solution and Services), Game Type (Location-Based Games, AR/VR Games, AI-Based Games, Language Learning, Skill-Based Learning, Simulation, Others), Deployment Mode (On-premises and Cloud), End User (IT & Telecom, Retail, Consumer, Manufacturing, Government, Education, Healthcare & Life Sciences, Others). The global analysis is further broken-down at regional level and major countries. The report offers the value in USD for the above analysis and segments
Purpose of the ReportThe report Game Based Learning Market by The Insight Partners aims to describe the present landscape and future growth, top driving factors, challenges, and opportunities. This will provide insights to various business stakeholders, such as:
- Technology Providers/Manufacturers: To understand the evolving market dynamics and know the potential growth opportunities, enabling them to make informed strategic decisions.
- Investors: To conduct a comprehensive trend analysis regarding the market growth rate, market financial projections, and opportunities that exist across the value chain.
- Regulatory bodies: To regulate policies and police activities in the market with the aim of minimizing abuse, preserving investor trust and confidence, and upholding the integrity and stability of the market.
Game Based Learning Market Segmentation
Component- Solution and Services
- Location-Based Games
- AR/VR Games
- AI-Based Games
- Language Learning
- Skill-Based Learning
- Simulation
- On-premises and Cloud
- IT & Telecom
- Retail
- Consumer
- Manufacturing
- Government
- Education
- Healthcare & Life Sciences
Strategic Insights
Game Based Learning Market Growth Drivers- Growing Demand for Interactive and Engaging Learning Solutions: The increasing preference for interactive and engaging educational tools is driving the game-based learning market. Traditional methods are being replaced by more immersive, gamified experiences, which enhance student engagement, motivation, and retention. Game-based learning offers a dynamic, hands-on approach that caters to diverse learning styles, making education more enjoyable and effective. As schools, universities, and corporate training programs seek innovative ways to enhance learning outcomes, the demand for game-based learning solutions continues to grow.
- Integration of Gamification in Education Systems: Educational institutions are increasingly integrating gamification techniques into their curriculum to improve learning outcomes. By incorporating elements such as leaderboards, achievements, and rewards, game-based learning platforms encourage active participation and healthy competition among learners. This gamification approach is seen as an effective way to boost student engagement, foster collaborative learning, and enhance long-term knowledge retention, driving the market’s growth in both academic and corporate sectors.
- Rise in Mobile Learning and Accessibility: A significant trend in the game-based learning market is the growing adoption of mobile learning solutions. With the widespread use of smartphones and tablets, game-based learning is becoming more accessible to learners worldwide. Mobile platforms provide flexibility, allowing students to learn anytime and anywhere, making education more convenient and adaptable to busy schedules. This trend is driving the expansion of game-based learning applications, particularly for K-12 education, e-learning platforms, and corporate training programs.
- Personalized Learning Through AI and Adaptive Technologies: The integration of Artificial Intelligence (AI) and adaptive learning technologies into game-based learning platforms is reshaping the market. AI can personalize the learning experience by adapting the difficulty level and content based on individual learner performance. This trend allows for more tailored, self-paced learning, increasing the effectiveness of educational games. As educational institutions and organizations strive to provide more customized learning paths for students, AI-driven game-based learning solutions are gaining traction.
- Expanding in Corporate Training and Skill Development: The corporate training sector presents a significant opportunity for the game-based learning market. Businesses are increasingly adopting gamified solutions to train employees, particularly in soft skills, leadership development, and compliance training. Game-based learning platforms provide an engaging, risk-free environment for employees to develop and practice new skills, making it an attractive option for companies looking to enhance training efficiency. This growing trend in corporate learning offers substantial growth potential for the market.
- Growth in Developing Regions: The game-based learning market is witnessing substantial growth in developing regions such as Asia-Pacific, Africa, and Latin America. As educational infrastructure improves and mobile penetration increases in these regions, there is a rising demand for affordable, accessible, and engaging learning solutions. Game-based learning offers a cost-effective way to improve education quality in resource-limited areas, providing significant opportunities for market expansion. Tailoring these solutions to local needs and languages further enhances market potential in these regions.
Market Report Scope
Key Selling Points
- Comprehensive Coverage: The report comprehensively covers the analysis of products, services, types, and end users of the Game Based Learning Market, providing a holistic landscape.
- Expert Analysis: The report is compiled based on the in-depth understanding of industry experts and analysts.
- Up-to-date Information: The report assures business relevance due to its coverage of recent information and data trends.
- Customization Options: This report can be customized to cater to specific client requirements and suit the business strategies aptly.
The research report on the Game Based Learning Market can, therefore, help spearhead the trail of decoding and understanding the industry scenario and growth prospects. Although there can be a few valid concerns, the overall benefits of this report tend to outweigh the disadvantages.
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Report Coverage
Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends
Segment Covered
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to segments covered.
Regional Scope
North America, Europe, Asia Pacific, Middle East & Africa, South & Central America
Country Scope
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to country scope.
Frequently Asked Questions
Some of the customization options available based on the request are an additional 3–5 company profiles and country-specific analysis of 3–5 countries of your choice. Customizations are to be requested/discussed before making final order confirmation# as our team would review the same and check the feasibility
The report can be delivered in PDF/PPT format; we can also share excel dataset based on the request
to play a significant role in the global game based learning market in the coming years
fueling market demand are the major factors driving the game based learning market
The global game based learning market is expected to grow at a CAGR of 14.1% during the forecast period 2024 - 2031
1.INTRODUCTION
1.1.SCOPE OF THE STUDY
1.2.THE INSIGHT PARTNERS RESEARCH REPORT GUIDANCE
1.3.MARKET SEGMENTATION
1.3.1Game-Based Learning Market - By Platform
1.3.2Game-Based Learning Market - By Revenue Type
1.3.3Game-Based Learning Market - By End-User
1.3.4Game-Based Learning Market - By Region
1.3.4.1By Country
2.KEY TAKEAWAYS
3.RESEARCH METHODOLOGY
4.GAME-BASED LEARNING MARKET LANDSCAPE
4.1.OVERVIEW
4.2.PEST ANALYSIS
4.2.1North America - Pest Analysis
4.2.2Europe - Pest Analysis
4.2.3Asia-Pacific - Pest Analysis
4.2.4Middle East and Africa - Pest Analysis
4.2.5South and Central America - Pest Analysis
4.3.ECOSYSTEM ANALYSIS
4.4.EXPERT OPINIONS
5.GAME-BASED LEARNING 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.GAME-BASED LEARNING MARKET - GLOBAL MARKET ANALYSIS
6.1.GAME-BASED LEARNING - GLOBAL MARKET OVERVIEW
6.2.GAME-BASED LEARNING - GLOBAL MARKET AND FORECAST TO 2028
6.3.MARKET POSITIONING/MARKET SHARE
7.GAME-BASED LEARNING MARKET - REVENUE AND FORECASTS TO 2028 " PLATFORM
7.1.OVERVIEW
7.2.PLATFORM MARKET FORECASTS AND ANALYSIS
7.3.ONLINE
7.3.1.Overview
7.3.2.Online Market Forecast and Analysis
7.4.OFFLINE
7.4.1.Overview
7.4.2.Offline Market Forecast and Analysis
8.GAME-BASED LEARNING MARKET - REVENUE AND FORECASTS TO 2028 " REVENUE TYPE
8.1.OVERVIEW
8.2.REVENUE TYPE MARKET FORECASTS AND ANALYSIS
8.3.GAME PURCHASE
8.3.1.Overview
8.3.2.Game Purchase Market Forecast and Analysis
8.4.ADVERTISING
8.4.1.Overview
8.4.2.Advertising Market Forecast and Analysis
8.5.OTHERS
8.5.1.Overview
8.5.2.Others Market Forecast and Analysis
9.GAME-BASED LEARNING MARKET - REVENUE AND FORECASTS TO 2028 " END-USER
9.1.OVERVIEW
9.2.END-USER MARKET FORECASTS AND ANALYSIS
9.3.K-12 GAME-BASED LEARNING
9.3.1.Overview
9.3.2.K-12 Game-Based Learning Market Forecast and Analysis
9.4.HIGHER GAME-BASED LEARNING
9.4.1.Overview
9.4.2.Higher Game-Based Learning Market Forecast and Analysis
10.GAME-BASED LEARNING MARKET REVENUE AND FORECASTS TO 2028 " GEOGRAPHICAL ANALYSIS
10.1.NORTH AMERICA
10.1.1North America Game-Based Learning Market Overview
10.1.2North America Game-Based Learning Market Forecasts and Analysis
10.1.3North America Game-Based Learning Market Forecasts and Analysis - By Platform
10.1.4North America Game-Based Learning Market Forecasts and Analysis - By Revenue Type
10.1.5North America Game-Based Learning Market Forecasts and Analysis - By End-User
10.1.6North America Game-Based Learning Market Forecasts and Analysis - By Countries
10.1.6.1United States Game-Based Learning Market
10.1.6.1.1United States Game-Based Learning Market by Platform
10.1.6.1.2United States Game-Based Learning Market by Revenue Type
10.1.6.1.3United States Game-Based Learning Market by End-User
10.1.6.2Canada Game-Based Learning Market
10.1.6.2.1Canada Game-Based Learning Market by Platform
10.1.6.2.2Canada Game-Based Learning Market by Revenue Type
10.1.6.2.3Canada Game-Based Learning Market by End-User
10.1.6.3Mexico Game-Based Learning Market
10.1.6.3.1Mexico Game-Based Learning Market by Platform
10.1.6.3.2Mexico Game-Based Learning Market by Revenue Type
10.1.6.3.3Mexico Game-Based Learning Market by End-User
10.2.EUROPE
10.2.1Europe Game-Based Learning Market Overview
10.2.2Europe Game-Based Learning Market Forecasts and Analysis
10.2.3Europe Game-Based Learning Market Forecasts and Analysis - By Platform
10.2.4Europe Game-Based Learning Market Forecasts and Analysis - By Revenue Type
10.2.5Europe Game-Based Learning Market Forecasts and Analysis - By End-User
10.2.6Europe Game-Based Learning Market Forecasts and Analysis - By Countries
10.2.6.1Germany Game-Based Learning Market
10.2.6.1.1Germany Game-Based Learning Market by Platform
10.2.6.1.2Germany Game-Based Learning Market by Revenue Type
10.2.6.1.3Germany Game-Based Learning Market by End-User
10.2.6.2France Game-Based Learning Market
10.2.6.2.1France Game-Based Learning Market by Platform
10.2.6.2.2France Game-Based Learning Market by Revenue Type
10.2.6.2.3France Game-Based Learning Market by End-User
10.2.6.3Italy Game-Based Learning Market
10.2.6.3.1Italy Game-Based Learning Market by Platform
10.2.6.3.2Italy Game-Based Learning Market by Revenue Type
10.2.6.3.3Italy Game-Based Learning Market by End-User
10.2.6.4United Kingdom Game-Based Learning Market
10.2.6.4.1United Kingdom Game-Based Learning Market by Platform
10.2.6.4.2United Kingdom Game-Based Learning Market by Revenue Type
10.2.6.4.3United Kingdom Game-Based Learning Market by End-User
10.2.6.5Russia Game-Based Learning Market
10.2.6.5.1Russia Game-Based Learning Market by Platform
10.2.6.5.2Russia Game-Based Learning Market by Revenue Type
10.2.6.5.3Russia Game-Based Learning Market by End-User
10.2.6.6Rest of Europe Game-Based Learning Market
10.2.6.6.1Rest of Europe Game-Based Learning Market by Platform
10.2.6.6.2Rest of Europe Game-Based Learning Market by Revenue Type
10.2.6.6.3Rest of Europe Game-Based Learning Market by End-User
10.3.ASIA-PACIFIC
10.3.1Asia-Pacific Game-Based Learning Market Overview
10.3.2Asia-Pacific Game-Based Learning Market Forecasts and Analysis
10.3.3Asia-Pacific Game-Based Learning Market Forecasts and Analysis - By Platform
10.3.4Asia-Pacific Game-Based Learning Market Forecasts and Analysis - By Revenue Type
10.3.5Asia-Pacific Game-Based Learning Market Forecasts and Analysis - By End-User
10.3.6Asia-Pacific Game-Based Learning Market Forecasts and Analysis - By Countries
10.3.6.1Australia Game-Based Learning Market
10.3.6.1.1Australia Game-Based Learning Market by Platform
10.3.6.1.2Australia Game-Based Learning Market by Revenue Type
10.3.6.1.3Australia Game-Based Learning Market by End-User
10.3.6.2China Game-Based Learning Market
10.3.6.2.1China Game-Based Learning Market by Platform
10.3.6.2.2China Game-Based Learning Market by Revenue Type
10.3.6.2.3China Game-Based Learning Market by End-User
10.3.6.3India Game-Based Learning Market
10.3.6.3.1India Game-Based Learning Market by Platform
10.3.6.3.2India Game-Based Learning Market by Revenue Type
10.3.6.3.3India Game-Based Learning Market by End-User
10.3.6.4Japan Game-Based Learning Market
10.3.6.4.1Japan Game-Based Learning Market by Platform
10.3.6.4.2Japan Game-Based Learning Market by Revenue Type
10.3.6.4.3Japan Game-Based Learning Market by End-User
10.3.6.5South Korea Game-Based Learning Market
10.3.6.5.1South Korea Game-Based Learning Market by Platform
10.3.6.5.2South Korea Game-Based Learning Market by Revenue Type
10.3.6.5.3South Korea Game-Based Learning Market by End-User
10.3.6.6Rest of Asia-Pacific Game-Based Learning Market
10.3.6.6.1Rest of Asia-Pacific Game-Based Learning Market by Platform
10.3.6.6.2Rest of Asia-Pacific Game-Based Learning Market by Revenue Type
10.3.6.6.3Rest of Asia-Pacific Game-Based Learning Market by End-User
10.4.MIDDLE EAST AND AFRICA
10.4.1Middle East and Africa Game-Based Learning Market Overview
10.4.2Middle East and Africa Game-Based Learning Market Forecasts and Analysis
10.4.3Middle East and Africa Game-Based Learning Market Forecasts and Analysis - By Platform
10.4.4Middle East and Africa Game-Based Learning Market Forecasts and Analysis - By Revenue Type
10.4.5Middle East and Africa Game-Based Learning Market Forecasts and Analysis - By End-User
10.4.6Middle East and Africa Game-Based Learning Market Forecasts and Analysis - By Countries
10.4.6.1South Africa Game-Based Learning Market
10.4.6.1.1South Africa Game-Based Learning Market by Platform
10.4.6.1.2South Africa Game-Based Learning Market by Revenue Type
10.4.6.1.3South Africa Game-Based Learning Market by End-User
10.4.6.2Saudi Arabia Game-Based Learning Market
10.4.6.2.1Saudi Arabia Game-Based Learning Market by Platform
10.4.6.2.2Saudi Arabia Game-Based Learning Market by Revenue Type
10.4.6.2.3Saudi Arabia Game-Based Learning Market by End-User
10.4.6.3U.A.E Game-Based Learning Market
10.4.6.3.1U.A.E Game-Based Learning Market by Platform
10.4.6.3.2U.A.E Game-Based Learning Market by Revenue Type
10.4.6.3.3U.A.E Game-Based Learning Market by End-User
10.4.6.4Rest of Middle East and Africa Game-Based Learning Market
10.4.6.4.1Rest of Middle East and Africa Game-Based Learning Market by Platform
10.4.6.4.2Rest of Middle East and Africa Game-Based Learning Market by Revenue Type
10.4.6.4.3Rest of Middle East and Africa Game-Based Learning Market by End-User
10.5.SOUTH AND CENTRAL AMERICA
10.5.1South and Central America Game-Based Learning Market Overview
10.5.2South and Central America Game-Based Learning Market Forecasts and Analysis
10.5.3South and Central America Game-Based Learning Market Forecasts and Analysis - By Platform
10.5.4South and Central America Game-Based Learning Market Forecasts and Analysis - By Revenue Type
10.5.5South and Central America Game-Based Learning Market Forecasts and Analysis - By End-User
10.5.6South and Central America Game-Based Learning Market Forecasts and Analysis - By Countries
10.5.6.1Brazil Game-Based Learning Market
10.5.6.1.1Brazil Game-Based Learning Market by Platform
10.5.6.1.2Brazil Game-Based Learning Market by Revenue Type
10.5.6.1.3Brazil Game-Based Learning Market by End-User
10.5.6.2Argentina Game-Based Learning Market
10.5.6.2.1Argentina Game-Based Learning Market by Platform
10.5.6.2.2Argentina Game-Based Learning Market by Revenue Type
10.5.6.2.3Argentina Game-Based Learning Market by End-User
10.5.6.3Rest of South and Central America Game-Based Learning Market
10.5.6.3.1Rest of South and Central America Game-Based Learning Market by Platform
10.5.6.3.2Rest of South and Central America Game-Based Learning Market by Revenue Type
10.5.6.3.3Rest of South and Central America Game-Based Learning Market by End-User
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.GAME-BASED LEARNING MARKET, KEY COMPANY PROFILES
12.1.BADGEVILLE
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.BUNCHBALL
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.CLASSCRAFT STUDIOS
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.GOGO LABS
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
12.5.6WAVES
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.RECURRENCE
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.FUNDAMENTOR
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.GAMETIZE
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.GRADECRAFT AND KUATO STUDIOS
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.BREAKAWAY GAMES
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. Badgeville
2. Bunchball
3. Classcraft Studios
4. GoGo Labs
5. 6waves
6. Recurrence
7. Fundamentor
8. Gametize
9. GradeCraft and Kuato Studios
10. BreakAway Games
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.