Gamification in Education Market Strategies and Share 2031
Gamification in learning can be referred to as a method used to motivate students to learn with the help of video games and game components in the learning environment. Today's generation has been growing up with digital technologies and demands a new approach to learning. Students are getting attracted to the game-based learning approaches as it provides gaming features and helps in making education more enjoyable and more efficient.
MARKET SCOPE
The "Global Gamification in Education 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 report aims to provide an overview of the gamification in education market with detailed market segmentation by deployment mode, offering, end user, and geography. The report provides key statistics on the market status of the leading gamification in education market players and offers key trends and opportunities in the market.
MARKET SEGMENTATION
- Based on deployment mode, the global gamification in education market is segmented into cloud, on-premises
- On the basis of offering, the market is segmented into software, services
- Based on end user, the market is bifurcated into academic, corporate training
MARKET DYNAMICS
Drivers:
- Increasing Adoption of Gamification and Digital Learning.
- Extensive Government Initiatives for Growth of E-Learning and Learning Management Systems.
- Rise in Cloud Adoption Among Organizations and Institutions Motivate Learners to Adopt Web-Based Gamification Solutions
- Increasing Importance of Continuous Learning in Corporate Setups
Restraints
- Low Motivation and Engagement in the Adoption of Gamification Solutions
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 market based on various segments. It also provides market size and forecast estimates from the year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), the Middle East and Africa (MEA), and South America. The gamification in education 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 market from both demand and supply side and further evaluates market dynamics affecting the marketduring 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 affecting the gamification in education market in these regions.
IMPACT OF COVID-19 ON GAMIFICATION IN EDUCATION MARKET
COVID-19 first began in Wuhan (China) during December 2019 and since then it has spread at a fast pace across the globe. The US, India, Brazil, Russia, France, the UK, Turkey, Italy, and Spain are some of the worst affected countries in terms confirmed cases and reported deaths. The COVID-19 has been affecting economies and industries in various countries due to lockdowns, travel bans, and business shutdowns. Shutdown of various plants and factories has affected the global supply chains and negatively impacted the manufacturing, delivery schedules, and sales of products in global market. Few companies have already announced possible delays in product deliveries and slump in future sales of their products. In addition to this, the global travel bans imposed by countries in Europe, Asia-Pacific, and North America are affecting the business collaborations and partnerships opportunities.
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The report provides a detailed overview of the industry including both qualitative and quantitative information. It provides an overview and forecast of the global market based on various segments. It also provides market size and forecast estimates from the year 2021 to 2031 with respect to five major regions, namely; North America, Europe, Asia-Pacific (APAC), the Middle East and Africa (MEA), and South America. The gamification in education 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 market from both demand and supply side and further evaluates market dynamics affecting the marketduring 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 affecting the gamification in education market in these regions.
IMPACT OF COVID-19 ON GAMIFICATION IN EDUCATION MARKET
COVID-19 first began in Wuhan (China) during December 2019 and since then it has spread at a fast pace across the globe. The US, India, Brazil, Russia, France, the UK, Turkey, Italy, and Spain are some of the worst affected countries in terms confirmed cases and reported deaths. The COVID-19 has been affecting economies and industries in various countries due to lockdowns, travel bans, and business shutdowns. Shutdown of various plants and factories has affected the global supply chains and negatively impacted the manufacturing, delivery schedules, and sales of products in global market. Few companies have already announced possible delays in product deliveries and slump in future sales of their products. In addition to this, the global travel bans imposed by countries in Europe, Asia-Pacific, and North America are affecting the business collaborations and partnerships opportunities.
MARKET PLAYERS
The report covers key developments in the gamification in education 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 marketwere acquisitions, and partnership & collaborations. These activities have paved way for the expansion of business and customer base of market players. The market payers from gamification in education market are anticipated to lucrative growth opportunities in the future with the rising demand in the global market.
The report also includes the profiles of key companies along with their SWOT analysis and market strategies in the gamification in education 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.
- Bluerabbit Edu
- Bunchball Inc.
- Classcraft Studios Inc.
- Cognizant
- CK-12
- D2L Corporation
- Kahoot!
- MPS Interactive Systems Limited
- NIIT LTD
- Tophatmonocle Corp.
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
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 Gamification In Education Market - By Deployment Mode
1.3.2 Gamification In Education Market - By Offering
1.3.3 Gamification In Education Market - By End User
1.3.4 Gamification In Education Market - By Region
1.3.4.1 By Country
2. KEY TAKEAWAYS
3. RESEARCH METHODOLOGY
4. GAMIFICATION IN EDUCATION 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. GAMIFICATION IN EDUCATION 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. GAMIFICATION IN EDUCATION MARKET - GLOBAL MARKET ANALYSIS
6.1. GAMIFICATION IN EDUCATION - GLOBAL MARKET OVERVIEW
6.2. GAMIFICATION IN EDUCATION - GLOBAL MARKET AND FORECAST TO 2027
6.3. MARKET POSITIONING/MARKET SHARE
7. GAMIFICATION IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - DEPLOYMENT MODE
7.1. OVERVIEW
7.2. DEPLOYMENT MODE MARKET FORECASTS AND ANALYSIS
7.3. CLOUD
7.3.1. Overview
7.3.2. Cloud Market Forecast and Analysis
7.4. ON-PREMISES
7.4.1. Overview
7.4.2. On-Premises Market Forecast and Analysis
8. GAMIFICATION IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - OFFERING
8.1. OVERVIEW
8.2. OFFERING MARKET FORECASTS AND ANALYSIS
8.3. SOFTWARE
8.3.1. Overview
8.3.2. Software Market Forecast and Analysis
8.4. SERVICES
8.4.1. Overview
8.4.2. Services Market Forecast and Analysis
9. GAMIFICATION IN EDUCATION MARKET - REVENUE AND FORECASTS TO 2027 - END USER
9.1. OVERVIEW
9.2. END USER MARKET FORECASTS AND ANALYSIS
9.3. ACADEMIC
9.3.1. Overview
9.3.2. Academic Market Forecast and Analysis
9.3.3. K-12 Market
9.3.3.1. Overview
9.3.3.2. K-12 Market Forecast and Analysis
9.3.4. Higher Education Market
9.3.4.1. Overview
9.3.4.2. Higher Education Market Forecast and Analysis
9.4. CORPORATE TRAINING
9.4.1. Overview
9.4.2. Corporate Training Market Forecast and Analysis
9.4.3. Small and Medium-Sized Enterprises Market
9.4.3.1. Overview
9.4.3.2. Small and Medium-Sized Enterprises Market Forecast and Analysis
9.4.4. Large Enterprises Market
9.4.4.1. Overview
9.4.4.2. Large Enterprises Market Forecast and Analysis
10. GAMIFICATION IN EDUCATION MARKET REVENUE AND FORECASTS TO 2027 - GEOGRAPHICAL ANALYSIS
10.1. NORTH AMERICA
10.1.1 North America Gamification In Education Market Overview
10.1.2 North America Gamification In Education Market Forecasts and Analysis
10.1.3 North America Gamification In Education Market Forecasts and Analysis - By Deployment Mode
10.1.4 North America Gamification In Education Market Forecasts and Analysis - By Offering
10.1.5 North America Gamification In Education Market Forecasts and Analysis - By End User
10.1.6 North America Gamification In Education Market Forecasts and Analysis - By Countries
10.1.6.1 United States Gamification In Education Market
10.1.6.1.1 United States Gamification In Education Market by Deployment Mode
10.1.6.1.2 United States Gamification In Education Market by Offering
10.1.6.1.3 United States Gamification In Education Market by End User
10.1.6.2 Canada Gamification In Education Market
10.1.6.2.1 Canada Gamification In Education Market by Deployment Mode
10.1.6.2.2 Canada Gamification In Education Market by Offering
10.1.6.2.3 Canada Gamification In Education Market by End User
10.1.6.3 Mexico Gamification In Education Market
10.1.6.3.1 Mexico Gamification In Education Market by Deployment Mode
10.1.6.3.2 Mexico Gamification In Education Market by Offering
10.1.6.3.3 Mexico Gamification In Education Market by End User
10.2. EUROPE
10.2.1 Europe Gamification In Education Market Overview
10.2.2 Europe Gamification In Education Market Forecasts and Analysis
10.2.3 Europe Gamification In Education Market Forecasts and Analysis - By Deployment Mode
10.2.4 Europe Gamification In Education Market Forecasts and Analysis - By Offering
10.2.5 Europe Gamification In Education Market Forecasts and Analysis - By End User
10.2.6 Europe Gamification In Education Market Forecasts and Analysis - By Countries
10.2.6.1 Germany Gamification In Education Market
10.2.6.1.1 Germany Gamification In Education Market by Deployment Mode
10.2.6.1.2 Germany Gamification In Education Market by Offering
10.2.6.1.3 Germany Gamification In Education Market by End User
10.2.6.2 France Gamification In Education Market
10.2.6.2.1 France Gamification In Education Market by Deployment Mode
10.2.6.2.2 France Gamification In Education Market by Offering
10.2.6.2.3 France Gamification In Education Market by End User
10.2.6.3 Italy Gamification In Education Market
10.2.6.3.1 Italy Gamification In Education Market by Deployment Mode
10.2.6.3.2 Italy Gamification In Education Market by Offering
10.2.6.3.3 Italy Gamification In Education Market by End User
10.2.6.4 United Kingdom Gamification In Education Market
10.2.6.4.1 United Kingdom Gamification In Education Market by Deployment Mode
10.2.6.4.2 United Kingdom Gamification In Education Market by Offering
10.2.6.4.3 United Kingdom Gamification In Education Market by End User
10.2.6.5 Russia Gamification In Education Market
10.2.6.5.1 Russia Gamification In Education Market by Deployment Mode
10.2.6.5.2 Russia Gamification In Education Market by Offering
10.2.6.5.3 Russia Gamification In Education Market by End User
10.2.6.6 Rest of Europe Gamification In Education Market
10.2.6.6.1 Rest of Europe Gamification In Education Market by Deployment Mode
10.2.6.6.2 Rest of Europe Gamification In Education Market by Offering
10.2.6.6.3 Rest of Europe Gamification In Education Market by End User
10.3. ASIA-PACIFIC
10.3.1 Asia-Pacific Gamification In Education Market Overview
10.3.2 Asia-Pacific Gamification In Education Market Forecasts and Analysis
10.3.3 Asia-Pacific Gamification In Education Market Forecasts and Analysis - By Deployment Mode
10.3.4 Asia-Pacific Gamification In Education Market Forecasts and Analysis - By Offering
10.3.5 Asia-Pacific Gamification In Education Market Forecasts and Analysis - By End User
10.3.6 Asia-Pacific Gamification In Education Market Forecasts and Analysis - By Countries
10.3.6.1 Australia Gamification In Education Market
10.3.6.1.1 Australia Gamification In Education Market by Deployment Mode
10.3.6.1.2 Australia Gamification In Education Market by Offering
10.3.6.1.3 Australia Gamification In Education Market by End User
10.3.6.2 China Gamification In Education Market
10.3.6.2.1 China Gamification In Education Market by Deployment Mode
10.3.6.2.2 China Gamification In Education Market by Offering
10.3.6.2.3 China Gamification In Education Market by End User
10.3.6.3 India Gamification In Education Market
10.3.6.3.1 India Gamification In Education Market by Deployment Mode
10.3.6.3.2 India Gamification In Education Market by Offering
10.3.6.3.3 India Gamification In Education Market by End User
10.3.6.4 Japan Gamification In Education Market
10.3.6.4.1 Japan Gamification In Education Market by Deployment Mode
10.3.6.4.2 Japan Gamification In Education Market by Offering
10.3.6.4.3 Japan Gamification In Education Market by End User
10.3.6.5 South Korea Gamification In Education Market
10.3.6.5.1 South Korea Gamification In Education Market by Deployment Mode
10.3.6.5.2 South Korea Gamification In Education Market by Offering
10.3.6.5.3 South Korea Gamification In Education Market by End User
10.3.6.6 Rest of Asia-Pacific Gamification In Education Market
10.3.6.6.1 Rest of Asia-Pacific Gamification In Education Market by Deployment Mode
10.3.6.6.2 Rest of Asia-Pacific Gamification In Education Market by Offering
10.3.6.6.3 Rest of Asia-Pacific Gamification In Education Market by End User
10.4. MIDDLE EAST AND AFRICA
10.4.1 Middle East and Africa Gamification In Education Market Overview
10.4.2 Middle East and Africa Gamification In Education Market Forecasts and Analysis
10.4.3 Middle East and Africa Gamification In Education Market Forecasts and Analysis - By Deployment Mode
10.4.4 Middle East and Africa Gamification In Education Market Forecasts and Analysis - By Offering
10.4.5 Middle East and Africa Gamification In Education Market Forecasts and Analysis - By End User
10.4.6 Middle East and Africa Gamification In Education Market Forecasts and Analysis - By Countries
10.4.6.1 South Africa Gamification In Education Market
10.4.6.1.1 South Africa Gamification In Education Market by Deployment Mode
10.4.6.1.2 South Africa Gamification In Education Market by Offering
10.4.6.1.3 South Africa Gamification In Education Market by End User
10.4.6.2 Saudi Arabia Gamification In Education Market
10.4.6.2.1 Saudi Arabia Gamification In Education Market by Deployment Mode
10.4.6.2.2 Saudi Arabia Gamification In Education Market by Offering
10.4.6.2.3 Saudi Arabia Gamification In Education Market by End User
10.4.6.3 U.A.E Gamification In Education Market
10.4.6.3.1 U.A.E Gamification In Education Market by Deployment Mode
10.4.6.3.2 U.A.E Gamification In Education Market by Offering
10.4.6.3.3 U.A.E Gamification In Education Market by End User
10.4.6.4 Rest of Middle East and Africa Gamification In Education Market
10.4.6.4.1 Rest of Middle East and Africa Gamification In Education Market by Deployment Mode
10.4.6.4.2 Rest of Middle East and Africa Gamification In Education Market by Offering
10.4.6.4.3 Rest of Middle East and Africa Gamification In Education Market by End User
10.5. SOUTH AND CENTRAL AMERICA
10.5.1 South and Central America Gamification In Education Market Overview
10.5.2 South and Central America Gamification In Education Market Forecasts and Analysis
10.5.3 South and Central America Gamification In Education Market Forecasts and Analysis - By Deployment Mode
10.5.4 South and Central America Gamification In Education Market Forecasts and Analysis - By Offering
10.5.5 South and Central America Gamification In Education Market Forecasts and Analysis - By End User
10.5.6 South and Central America Gamification In Education Market Forecasts and Analysis - By Countries
10.5.6.1 Brazil Gamification In Education Market
10.5.6.1.1 Brazil Gamification In Education Market by Deployment Mode
10.5.6.1.2 Brazil Gamification In Education Market by Offering
10.5.6.1.3 Brazil Gamification In Education Market by End User
10.5.6.2 Argentina Gamification In Education Market
10.5.6.2.1 Argentina Gamification In Education Market by Deployment Mode
10.5.6.2.2 Argentina Gamification In Education Market by Offering
10.5.6.2.3 Argentina Gamification In Education Market by End User
10.5.6.3 Rest of South and Central America Gamification In Education Market
10.5.6.3.1 Rest of South and Central America Gamification In Education Market by Deployment Mode
10.5.6.3.2 Rest of South and Central America Gamification In Education Market by Offering
10.5.6.3.3 Rest of South and Central America Gamification In Education 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. GAMIFICATION IN EDUCATION MARKET, KEY COMPANY PROFILES
12.1. BLUERABBIT EDU
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 INC.
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 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. COGNIZANT
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. CK-12
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. D2L CORPORATION
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. KAHOOT!
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. MPS INTERACTIVE SYSTEMS LIMITED
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. NIIT LTD
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. TOPHATMONOCLE CORP.
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. Bluerabbit Edu
2. Bunchball Inc.
3. Classcraft Studios Inc.
4. Cognizant
5. CK-12
6. D2L Corporation
7. Kahoot!
8. MPS Interactive Systems Limited
9. NIIT LTD
10. Tophatmonocle Corp.
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.