Game-Based Learning Market Size and Forecasts (2021 - 2031), Global and Regional Share, Trends, and Growth Opportunity Analysis

Coverage: Game-Based Learning Market covers analysis By Platform (Online, Offline); Revenue Type (Game Purchase, Advertising, Others); End-User (K-12 Game-Based Learning, Higher Game-Based Learning) , and Geography (North America, Europe, Asia Pacific, and South and Central America)

  • Report Code : TIPRE00020446
  • Category : Technology, Media and Telecommunications
  • No. of Pages : 150
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Game-Based Learning Market Key Players Analysis 2031

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MARKET INTRODUCTION

Game-based learning aims to motivate students and capture their interest by using video game design and elements in learning environments. Using this method helps in simplifying complex topics and provides an interesting and entertaining pathway for learning. Moreover, it gives ownership of learning to the students, inspires them to switch to a lateral thinking approach, offers them opportunities to study different fields and makes the learning process more viable. As a result, game-based learning is one of the fastest growing trends in the education sector across the globe.

MARKET DYNAMICS

The rising demand for quality education with a modern and interactive approach has resulted in an increase in the adoption of game-based learning techniques by several educational institutions. In addition, the introduction of tablet and e-learning methodologies in schools across the globe has created a positive outlook for the global game-based learning market. Apart from this, an increase in the usage of Augmented Reality (AR) and Virtual Reality (VR) in educational gamification has helped in providing a more immersive and interactive experience.

MARKET SCOPE

The "Global Game-Based Learning Market Analysis to 2031" is a specialized and in-depth study of the game-based learning market with a special focus on the global market trend analysis. The report aims to provide an overview of game-based learning market with detailed market segmentation by platform, revenue type, end user. The global game-based learning market expected to witness high growth during the forecast period. The report provides key statistics on the market status of the leading game-based learning market player and offers key trends and opportunities in the game-based learning market.

MARKET SEGMENTATION

The global game-based learning market is segmented on the basis of platform, revenue type, end user. On the basis of platform, market is segmented as online, offline. On the basis of revenue type, market is segmented as game purchase, advertising, others. On the basis of end user, market is segmented as K-12 game-based learning, higher game-based learning

REGIONAL FRAMEWORK

The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global game-based learning market based on various segments. It also provides market size and forecast estimates from year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The game-based learning market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.

The report analyzes factors affecting game-based learning market from both demand and supply side and further evaluates market dynamics effecting 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 America after evaluating political, economic, social and technological factors effecting the game-based learning market in these regions.

World Geography

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MARKET PLAYERS


The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides overview and forecast of the global game-based learning market based on various segments. It also provides market size and forecast estimates from year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America. The game-based learning market by each region is later sub-segmented by respective countries and segments. The report covers analysis and forecast of 18 countries globally along with current trend and opportunities prevailing in the region.

The report analyzes factors affecting game-based learning market from both demand and supply side and further evaluates market dynamics effecting 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 America after evaluating political, economic, social and technological factors effecting the game-based learning market in these regions.

MARKET PLAYERS

The reports cover key developments in the game-based learning market 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 expansion of business and customer base of market players. The market players from game-based learning market are anticipated to lucrative growth opportunities in the future with the rising demand for game-based learning market. Below mentioned is the list of few companies engaged in the game-based learning market.

The report also includes the profiles of key game-based learning market companies along with their SWOT analysis and market strategies. In addition, the report focuses on leading industry players with information such as company profiles, components and services offered, financial information of last 3 years, key development in past five years.

  •   Badgeville
  •   Bunchball
  •   Classcraft Studios
  •   GoGo Labs
  •   6waves
  •   Recurrence
  •   Fundamentor
  •   Gametize
  •   GradeCraft and Kuato Studios
  •   BreakAway Games

The Insight Partner's dedicated research and analysis team consist of experienced professionals with advanced statistical expertise and offer various customization options in the existing study.
  • 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
Report Coverage

Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends

Segment Covered
Segment Covered

This text is related
to segments covered.

Regional Scope
Regional Scope

North America, Europe, Asia Pacific, Middle East & Africa, South & Central America

Country Scope
Country Scope

This text is related
to country scope.

TABLE OF CONTENTS

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
The List of Companies

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.

  1. 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.

  1. 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:

Research Methodology

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.

  1. 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.

  1. 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.

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