Video Games Market

Video Games Market Size by Device Type (Console, Computer and Mobile), Platform Type (Online and Offline), Regions, Global Industry Analysis, Share, Growth, Trends, and Forecast 2023 to 2032

Base Year: 2022 Historical Data: 2019-21
  • Report ID: TBI-13598
  • Published Date: Jul, 2023
  • Pages: 236
  • Category: Information Technology & Semiconductors
  • Format: PDF
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The global video games market was valued at USD 200 billion in 2022 and grew at a CAGR of 9% from 2023 to 2032. The market is expected to reach USD 473.47 billion by 2032. The technological advancements in video game development will drive the growth of the global video game market.

Market Introduction:

A game can be defined as an activity based on some rules, goals and the objective of winning, wherein individuals engage for fun, amusement, or entertainment. The games can be indoors or outdoors. They can be physically demanding or can be intellectually-driven. Video games are a niche category of electronic games played through an input controller, a user interface and an output, the display screen. In simpler terms, it's a game played on video with a controller. It can be played individually or as a team. Video games are diverse; they offer something for each individual, according to their choices. There are online battles, real-time strategy, shooting, racing, roleplaying, board, puzzles and action and adventure games. Video games are primarily sought after for fun or entertainment. They offer a rush of adrenaline and other happy hormones in the brain, which makes them excellent stress relievers. Furthermore, video games demand excellent control and coordination and substantial problem-solving and decision-making abilities, which helps create an environment wherein the user can improve their cognitive skills and mental ability. The right use of video games offers a sufficient stimulus for the brain to develop a healthy mental exercise that facilitates growth. Video games augment problem-solving skills and concentration. It also improves spatial awareness and hand-eye coordination. It improves the multitasking abilities of the users. Additionally, video games are a safe emotional outlet space. With technological advancements, user can now create their games, which boosts creativity. Video games expand the user's horizons and offer unreal worlds and experiences.

Video Games Market Size

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Recent Development
  • June 2023 - According to Annapurna Interactive, the first game created by its in-house team will take place in the Blade Runner universe. The events of Labyrinth, the first brand-new Blade Runner game in 25 years, will occur between Blade Runner and Blade Runner 2049. Annapurna says the game's setting is "a dystopian Los Angeles after the Blackout strikes."
  • July 2023 - At Brazil's BIG Festival 2023, The Roleplaying Musical won the prize for Best Upcoming Game, beating off a slew of other worldwide video games. The honour is given in recognition of Summerfall's distinctive storytelling style and a huge readership. One of Brazil's longest-running video game festivals, BIG Festival (Best International Games Festival), draws big publishers yearly, including Xbox, Ubisoft, Warner Bros. Games, Epic Games, Konami, and Devolver Digital.

Market Dynamics:

Drivers

The technological advancements – The technological advancements have enabled the development of gaming hardware, software and services that are accessible, affordable and functional. Technological advancements have enabled the development of video games compatible with smart mobile phones. It has also enabled the introduction of VR and AR, which offers immersive gaming experiences to users. 3D modelling has radically reformed the graphics, design and development of gaming, making it increasingly attractive and engaging, thereby expanding the video games market. Therefore, the rising smartphone ownership and deepening and expanding internet penetration with affordable data connectivity services have increased the demand for video games. The development of smartphone-compatible, free and accessible games has ensured users a seamless supply of gaming experiences. Thereby, technological advancements will drive the global video games market's growth.

  • June 2023 - Unity Technologies has made a ground-breaking statement on releasing two distinctive AI-powered products expected to transform the creative industry. Unity Muse commands attention as an AI-powered platform that offers previously unheard-of speed and efficiency for producing real-time 3D applications and experiences. Muse enables users to easily develop various materials within the Unity Editor, utilizing natural inputs like text prompts and doodles, from creating immersive video games to creating virtual twins. Using AI, Unity Muse enhances the creative process and frees creators to concentrate on bringing their vision to life. 
Restraints:

The negative effects of video games on physical and mental health Video games are known to relieve stress and improve cognitive skills and mental abilities. However, the young population today is spending too much time on video games, which, according to studies, is associated with several negative side effects on physical and mental health. Playing too many and too much video games can lead to addiction. It can disrupt the healthy sleep cycle and cause insomnia, anxiety and depression. Sitting for long hours can lead to a decline in physical health and cause back, eye, and heart problems. It can lead to obesity and muscle atrophy, debilitating long-term effects on the user's health. Extreme suicides have been reported over the loss of video games, highlighting parents' growing concerns over their children playing video games. Therefore, the growing concerns about the negative effects of video games on user health will hamper the market's growth.

Opportunities:

The expansion of the professional gaming market The development of games like PUBG that could be played from anywhere, with anyone on regular smartphones ushered in a new era of competitive gaming. The development of these advanced games led to professional gaming, wherein professional games live-streamed their games, competed in regional, national and international competitions and made gaming their full time-profession. The influence of professional gaming grew exponentially, leading to live TV competitions, game-developing competitions and a radical rise in video game downloads. Therefore, expanding professional gaming will drive innovation, competition and overall development of the video games market in the forecast period.

Regional segmentation analysis:

The regions analyzed for the market include North America, Europe, South America, Asia Pacific, the Middle East, and Africa. Asia Pacific emerged as the most significant global video games market, with a 43% market revenue share in 2022.

The sizable population of India and China offer a vast player base for the region. Given the innovation and advancements spearheaded by the Chinese and Japanese Mobile companies, the population has access to affordable, advanced gaming phones. The significant number of game developers in the market and major market players headquartered in China is a positive market development for the region. The introduction and expansion of the professional gaming industry have created a lucrative market for video game development. The rising number of professional players and streamers augments the regional market's growth and development.

Asia Pacific Region Video Games Market Share in 2022 - 43%

 

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  • The greatest number of new video games this year—89—were licenced by Chinese regulators in June, pushing the total for the first half of the year—521—to a record high. The interactive open-world action-adventure game Where Winds Meet by NetEase, China's second-largest gaming company, has been licenced for use on mobile devices and personal computers, according to a list published on the website of the National Press and Publication Administration (NPPA), the body in charge of licencing video games.
Device Type Segment Analysis

The device type segment is divided into console, computer and mobile. The mobile segment dominated the market, with a market share of around 52% in 2022. Mobile are the most affordable means of playing video games, unlike a console or a computer. The ever-expanding smartphone market, with technological advancements and product innovations, offers consumers a wide variety of affordable and accessible choices of products, which drives the segment's growth. The lowering of retail prices of smart, along with the increasing disposable income of consumers, is augmenting the rising smartphone ownership. The increasing internet penetration and the development of high-end smartphones that support gaming will bode well for the market. The development of free mobile games also augments the segment's growth. Furthermore, the sentiment of the general public is playing video games for fun, which makes mobiles the ideal choice. Therefore, the affordability, accessibility, and functionality of mobiles in the gaming industry make it the popular choice in the market.

  • July 2023 - Ubisoft is remaking the popular Assassin's Creed game Black Flag. The 2013 cross-gen PlayStation 3 and Xbox 360 game's remake is reportedly still in its early stages. According to reports, a team from Ubisoft Singapore, one of the companies that worked on Black Flag, especially its boating gameplay, will significantly aid the game's modernization. The publisher, Ubisoft, is investing more in its most successful franchise. This year's Mirage is one of the six new Assassin's Creed games discussed at a Ubisoft product showcase last year. After Mirage, the upcoming flagship series episodes will be Red and Hexe.
Platform type Segment Analysis

The platform type segment is divided into online and offline. The offline segment dominated the market, with a market share of around 54% in 2022. Offline video games do not require an internet connection to be played. Offline games allow users a seamless gaming experience without the internet or poor internet connection. They can be played anywhere. Their user interface is better given the non-requirement of an internet connection. The lack of universal internet coverage and poor internet penetration in several economies make offline games more popular. Furthermore, the gaming experience remains unchanged, auguring the segment's growth. Offline games save money on data and the device's battery on which they are played.

  • July 2023 - On September 28, Disney Speedstorm will end its Early Access term and become available on PCs and consoles as a free-to-play game. Three distinct premium versions of the kart-racing game, each offering additional content, were released in Early Access on April 18. By switching to a free-to-play model, more players can participate in a fully developed competitive and cooperative racing experience.
Some of the Key Market Players:
  • Activision Blizzard
  • Electronic Arts Inc.
  • Epic Games
  • Lucid Games
  • Microsoft
  • Nintendo
  • Sony Interactive Entertainment Inc.
  • Google LLC
  • Tencent Holdings Limited
  • Ubisoft

Report Description: 

Attribute Description
Market Size Revenue (USD Billion)
Market size value in 2022 USD 200 Billion
Market size value in 2032 USD 473.47 Billion
CAGR (2023 to 2032) 9%
Historical data 2019-2021
Base Year 2022
Forecast 2023-2032
Region The regions analyzed for the market are Asia Pacific, Europe, South America, North America, and Middle East & Africa. Furthermore, the regions are further analyzed at the country level.
Segments Device Type and Platform Type

Frequesntly Asked Questions

As per The Brainy Insights, the size of the global video games market was valued at USD 200 billion in 2022 to USD 473.47 billion by 2032.

Global video games market is growing at a CAGR of 9% during the forecast period 2023-2032.

The market's growth will be influenced by the technological advancements.

The negative effects of video games on physical and mental health could hamper the market growth.

1. Introduction
    1.1. Objectives of the Study
    1.2. Market Definition
    1.3. Research Scope
    1.4. Currency
    1.5. Key Target Audience

2. Research Methodology and Assumptions

3. Executive Summary

4. Premium Insights
    4.1. Porter’s Five Forces Analysis
    4.2. Value Chain Analysis
    4.3. Top Investment Pockets
          4.3.1. Market Attractiveness Analysis By Device Type
          4.3.2. Market Attractiveness Analysis By Platform Type
          4.3.3. Market Attractiveness Analysis By Region
    4.4. Industry Trends

5. Market Dynamics
    5.1. Market Evaluation
    5.2. Drivers
          5.2.1. The technological advancements
    5.3. Restraints
          5.3.1. The negative effects of video games on physical and mental health
    5.4. Opportunities
          5.4.1. The expansion of professional gaming market
    5.5. Challenges
          5.5.1. The indiscriminate banning of games due to geopolitical tensions

6. Global Video Games Market Analysis and Forecast, By Device Type
    6.1. Segment Overview
    6.2. Console
    6.3. Computer
    6.4. Mobile

7. Global Video Games Market Analysis and Forecast, By Platform Type
    7.1. Segment Overview
    7.2. Online
    7.3. Offline

8. Global Video Games Market Analysis and Forecast, By Regional Analysis
    8.1. Segment Overview
    8.2. North America
          8.2.1. U.S.
          8.2.2. Canada
          8.2.3. Mexico
    8.3. Europe
          8.3.1. Germany
          8.3.2. France
          8.3.3. U.K.
          8.3.4. Italy
          8.3.5. Spain
    8.4. Asia-Pacific
          8.4.1. Japan
          8.4.2. China
          8.4.3. India
    8.5. South America
          8.5.1. Brazil
    8.6. Middle East and Africa
          8.6.1. UAE
          8.6.2. South Africa

9. Global Video Games Market-Competitive Landscape
    9.1. Overview
    9.2. Market Share of Key Players in the Video Games Market
          9.2.1. Global Company Market Share
          9.2.2. North America Company Market Share
          9.2.3. Europe Company Market Share
          9.2.4. APAC Company Market Share
    9.3. Competitive Situations and Trends
          9.3.1. Product Launches and Developments
          9.3.2. Partnerships, Collaborations, and Agreements
          9.3.3. Mergers & Acquisitions
          9.3.4. Expansions

10. Company Profiles
    10.1. Activision Blizzard
          10.1.1. Business Overview
          10.1.2. Company Snapshot
          10.1.3. Company Market Share Analysis
          10.1.4. Company Product Portfolio
          10.1.5. Recent Developments
          10.1.6. SWOT Analysis
    10.2. Electronic Arts Inc.
          10.2.1. Business Overview
          10.2.2. Company Snapshot
          10.2.3. Company Market Share Analysis
          10.2.4. Company Product Portfolio
          10.2.5. Recent Developments
          10.2.6. SWOT Analysis
    10.3. Epic Games
          10.3.1. Business Overview
          10.3.2. Company Snapshot
          10.3.3. Company Market Share Analysis
          10.3.4. Company Product Portfolio
          10.3.5. Recent Developments
          10.3.6. SWOT Analysis
    10.4. Lucid Games
          10.4.1. Business Overview
          10.4.2. Company Snapshot
          10.4.3. Company Market Share Analysis
          10.4.4. Company Product Portfolio
          10.4.5. Recent Developments
          10.4.6. SWOT Analysis
    10.5. Microsoft
          10.5.1. Business Overview
          10.5.2. Company Snapshot
          10.5.3. Company Market Share Analysis
          10.5.4. Company Product Portfolio
          10.5.5. Recent Developments
          10.5.6. SWOT Analysis
    10.6. Nintendo
          10.6.1. Business Overview
          10.6.2. Company Snapshot
          10.6.3. Company Market Share Analysis
          10.6.4. Company Product Portfolio
          10.6.5. Recent Developments
          10.6.6. SWOT Analysis
    10.7. Sony Interactive Entertainment Inc.
          10.7.1. Business Overview
          10.7.2. Company Snapshot
          10.7.3. Company Market Share Analysis
          10.7.4. Company Product Portfolio
          10.7.5. Recent Developments
          10.7.6. SWOT Analysis
    10.8. Google LLC
          10.8.1. Business Overview
          10.8.2. Company Snapshot
          10.8.3. Company Market Share Analysis
          10.8.4. Company Product Portfolio
          10.8.5. Recent Developments
          10.8.6. SWOT Analysis
    10.9. Tencent Holdings Limited
          10.9.1. Business Overview
          10.9.2. Company Snapshot
          10.9.3. Company Market Share Analysis
          10.9.4. Company Product Portfolio
          10.9.5. Recent Developments
          10.9.6. SWOT Analysis
    10.10. Ubisoft
          10.10.1. Business Overview
          10.10.2. Company Snapshot
          10.10.3. Company Market Share Analysis
          10.10.4. Company Device Type Portfolio
          10.10.5. Recent Developments
          10.10.6. SWOT Analysis

List of Table

1. Global Video Games Market, By Device Type, 2019-2032 (USD Billion) 

2. Global Console Video Games Market, By Region, 2019-2032 (USD Billion) 

3. Global Computer Video Games Market, By Region, 2019-2032 (USD Billion) 

4. Global Mobile Video Games Market, By Region, 2019-2032 (USD Billion) 

5. Global Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

6. Global Online Video Games Market, By Region, 2019-2032 (USD Billion) 

7. Global Offline Video Games Market, By Region, 2019-2032 (USD Billion) 

8. Global Video Games Market, By Region, 2019-2032 (USD Billion) 

9. North America Video Games Market, By Device Type, 2019-2032 (USD Billion) 

10. North America Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

11. U.S. Video Games Market, By Device Type, 2019-2032 (USD Billion) 

12. U.S. Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

13. Canada Video Games Market, By Device Type, 2019-2032 (USD Billion) 

14. Canada Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

15. Mexico Video Games Market, By Device Type, 2019-2032 (USD Billion) 

16. Mexico Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

17. Europe Video Games Market, By Device Type, 2019-2032 (USD Billion) 

18. Europe Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

19. Germany Video Games Market, By Device Type, 2019-2032 (USD Billion) 

20. Germany Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

21. France Video Games Market, By Device Type, 2019-2032 (USD Billion) 

22. France Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

23. U.K. Video Games Market, By Device Type, 2019-2032 (USD Billion) 

24. U.K. Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

25. Italy Video Games Market, By Device Type, 2019-2032 (USD Billion) 

26. Italy Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

27. Spain Video Games Market, By Device Type, 2019-2032 (USD Billion) 

28. Spain Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

29. Asia Pacific Video Games Market, By Device Type, 2019-2032 (USD Billion) 

30. Asia Pacific Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

31. Japan Video Games Market, By Device Type, 2019-2032 (USD Billion) 

32. Japan Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

33. China Video Games Market, By Device Type, 2019-2032 (USD Billion) 

34. China Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

35. India Video Games Market, By Device Type, 2019-2032 (USD Billion) 

36. India Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

37. South America Video Games Market, By Device Type, 2019-2032 (USD Billion) 

38. South America Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

39. Brazil Video Games Market, By Device Type, 2019-2032 (USD Billion) 

40. Brazil Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

41. Middle East and Africa Video Games Market, By Device Type, 2019-2032 (USD Billion) 

42. Middle East and Africa Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

43. UAE Video Games Market, By Device Type, 2019-2032 (USD Billion) 

44. UAE Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

45. South Africa Video Games Market, By Device Type, 2019-2032 (USD Billion) 

46. South Africa Video Games Market, By Platform Type, 2019-2032 (USD Billion) 

List of Figures 

1. Global Video Games Market Segmentation

2. Video Games Market: Research Methodology

3. Market Size Estimation Methodology: Bottom-Up Approach

4. Market Size Estimation Methodology: Top-Down Approach

5. Data Triangulation

6. Porter’s Five Forces Analysis 

7. Value Chain Analysis 

8. Global Video Games Market Attractiveness Analysis By Device Type

9. Global Video Games Market Attractiveness Analysis By Platform Type

10. Global Video Games Market Attractiveness Analysis By Region

11. Global Video Games Market: Dynamics

12. Global Video Games Market Share by Device Type (2022 & 2032)

13. Global Video Games Market Share by Platform Type (2022 & 2032)

14. Global Video Games Market Share by Regions (2022 & 2032)

15. Global Video Games Market Share by Company (2022)

This study forecasts revenue at global, regional, and country levels from 2019 to 2032. The Brainy Insights has segmented the global video games market based on below mentioned segments:

Global Video Games Market by Device Type:

  • Console
  • Computer
  • Mobile

Global Video Games Market by Platform Type:

  • Online
  • Offline

Global Video Games Market by Region:

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Spain
  • Asia-Pacific
    • Japan
    • China
    • India
  • South America
    • Brazil
  • Middle East and Africa  
    • UAE
    • South Africa

Methodology

Research has its special purpose to undertake marketing efficiently. In this competitive scenario, businesses need information across all industry verticals; the information about customer wants, market demand, competition, industry trends, distribution channels etc. This information needs to be updated regularly because businesses operate in a dynamic environment. Our organization, The Brainy Insights incorporates scientific and systematic research procedures in order to get proper market insights and industry analysis for overall business success. The analysis consists of studying the market from a miniscule level wherein we implement statistical tools which helps us in examining the data with accuracy and precision. 

Our research reports feature both; quantitative and qualitative aspects for any market. Qualitative information for any market research process are fundamental because they reveal the customer needs and wants, usage and consumption for any product/service related to a specific industry. This in turn aids the marketers/investors in knowing certain perceptions of the customers. Qualitative research can enlighten about the different product concepts and designs along with unique service offering that in turn, helps define marketing problems and generate opportunities. On the other hand, quantitative research engages with the data collection process through interviews, e-mail interactions, surveys and pilot studies. Quantitative aspects for the market research are useful to validate the hypotheses generated during qualitative research method, explore empirical patterns in the data with the help of statistical tools, and finally make the market estimations.

The Brainy Insights offers comprehensive research and analysis, based on a wide assortment of factual insights gained through interviews with CXOs and global experts and secondary data from reliable sources. Our analysts and industry specialist assume vital roles in building up statistical tools and analysis models, which are used to analyse the data and arrive at accurate insights with exceedingly informative research discoveries. The data provided by our organization have proven precious to a diverse range of companies, facilitating them to address issues such as determining which products/services are the most appealing, whether or not customers use the product in the manner anticipated, the purchasing intentions of the market and many others.

Our research methodology encompasses an idyllic combination of primary and secondary initiatives. Key phases involved in this process are listed below:

MARKET RESEARCH PROCESS

Data Procurement:

The phase involves the gathering and collecting of market data and its related information with the help of different sources & research procedures.

The data procurement stage involves in data gathering and collecting through various data sources.

This stage involves in extensive research. These data sources includes:

Purchased Database: Purchased databases play a crucial role in estimating the market sizes irrespective of the domain. Our purchased database includes:

  • The organizational databases such as D&B Hoovers, and Bloomberg that helps us to identify the competitive scenario of the key market players/organizations along with the financial information.
  • Industry/Market databases such as Statista, and Factiva provides market/industry insights and deduce certain formulations. 
  • We also have contractual agreements with various reputed data providers and third party vendors who provide information which are not limited to:
    • Import & Export Data
    • Business Trade Information
    • Usage rates of a particular product/service on certain demographics mainly focusing on the unmet prerequisites

Primary Research: The Brainy Insights interacts with leading companies and experts of the concerned domain to develop the analyst team’s market understanding and expertise. It improves and substantiates every single data presented in the market reports. Primary research mainly involves in telephonic interviews, E-mail interactions and face-to-face interviews with the raw material providers, manufacturers/producers, distributors, & independent consultants. The interviews that we conduct provides valuable data on market size and industry growth trends prevailing in the market. Our organization also conducts surveys with the various industry experts in order to gain overall insights of the industry/market. For instance, in healthcare industry we conduct surveys with the pharmacists, doctors, surgeons and nurses in order to gain insights and key information of a medical product/device/equipment which the customers are going to usage. Surveys are conducted in the form of questionnaire designed by our own analyst team. Surveys plays an important role in primary research because surveys helps us to identify the key target audiences of the market. Additionally, surveys helps to identify the key target audience engaged with the market. Our survey team conducts the survey by targeting the key audience, thus gaining insights from them. Based on the perspectives of the customers, this information is utilized to formulate market strategies. Moreover, market surveys helps us to understand the current competitive situation of the industry. To be precise, our survey process typically involve with the 360 analysis of the market. This analytical process begins by identifying the prospective customers for a product or service related to the market/industry to obtain data on how a product/service could fit into customers’ lives.

Secondary Research: The secondary data sources includes information published by the on-profit organizations such as World bank, WHO, company fillings, investor presentations, annual reports, national government documents, statistical databases, blogs, articles, white papers and others. From the annual report, we analyse a company’s revenue to understand the key segment and market share of that organization in a particular region. We analyse the company websites and adopt the product mapping technique which is important for deriving the segment revenue. In the product mapping method, we select and categorize the products offered by the companies catering to domain specific market, deduce the product revenue for each of the companies so as to get overall estimation of the market size. We also source data and analyses trends based on information received from supply side and demand side intermediaries in the value chain. The supply side denotes the data gathered from supplier, distributor, wholesaler and the demand side illustrates the data gathered from the end customers for respective market domain.

The supply side for a domain specific market is analysed by:

  • Estimating and projecting penetration rates through analysing product attributes, availability of internal and external substitutes, followed by pricing analysis of the product.
  • Experiential assessment of year-on-year sales of the product by conducting interviews.

The demand side for the market is estimated through:

  • Evaluating the penetration level and usage rates of the product.
  • Referring to the historical data to determine the growth rate and evaluate the industry trends

In-house Library: Apart from these third-party sources, we have our in-house library of qualitative and quantitative information. Our in-house database includes market data for various industry and domains. These data are updated on regular basis as per the changing market scenario. Our library includes, historic databases, internal audit reports and archives.

Sometimes there are instances where there is no metadata or raw data available for any domain specific market. For those cases, we use our expertise to forecast and estimate the market size in order to generate comprehensive data sets. Our analyst team adopt a robust research technique in order to produce the estimates:

  • Applying demographic along with psychographic segmentation for market evaluation
  • Determining the Micro and Macro-economic indicators for each region 
  • Examining the industry indicators prevailing in the market. 

Data Synthesis: This stage involves the analysis & mapping of all the information obtained from the previous step. It also involves in scrutinizing the data for any discrepancy observed while data gathering related to the market. The data is collected with consideration to the heterogeneity of sources. Robust scientific techniques are in place for synthesizing disparate data sets and provide the essential contextual information that can orient market strategies. The Brainy Insights has extensive experience in data synthesis where the data passes through various stages:

  • Data Screening: Data screening is the process of scrutinising data/information collected from primary research for errors and amending those collected data before data integration method. The screening involves in examining raw data, identifying errors and dealing with missing data. The purpose of the data screening is to ensure data is correctly entered or not. The Brainy Insights employs objective and systematic data screening grades involving repeated cycles of quality checks, screening and suspect analysis.
  • Data Integration: Integrating multiple data streams is necessary to produce research studies that provide in-depth picture to the clients. These data streams come from multiple research studies and our in house database. After screening of the data, our analysts conduct creative integration of data sets, optimizing connections between integrated surveys and syndicated data sources. There are mainly 2 research approaches that we follow in order to integrate our data; top down approach and bottom up approach.

Market Deduction & Formulation: The final stage comprises of assigning data points at appropriate market spaces so as to deduce feasible conclusions. Analyst perspective & subject matter expert based holistic form of market sizing coupled with industry analysis also plays a crucial role in this stage.

This stage involves in finalization of the market size and numbers that we have collected from data integration step. With data interpolation, it is made sure that there is no gap in the market data. Successful trend analysis is done by our analysts using extrapolation techniques, which provide the best possible forecasts for the market.

Data Validation & Market Feedback: Validation is the most important step in the process. Validation & re-validation via an intricately designed process helps us finalize data-points to be used for final calculations.

The Brainy Insights interacts with leading companies and experts of the concerned domain to develop the analyst team’s market understanding and expertise. It improves and substantiates every single data presented in the market reports. The data validation interview and discussion panels are typically composed of the most experienced industry members. The participants include, however, are not limited to:

  • CXOs and VPs of leading companies’ specific to sector
  • Purchasing managers, technical personnel, end-users
  • Key opinion leaders such as investment bankers, and industry consultants

Moreover, we always validate our data and findings through primary respondents from all the major regions we are working on.

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