Gamification in Education Market

Gamification in Education Market Size by Deployment Mode (On-Premises and Cloud), By End User (Corporate Training and Academic), Regions, Global Industry Analysis, Share, Growth, Trends, and Forecast 2022 to 2030

Base Year: 2021 Historical Data: 2019-20
  • Report ID: TBI-12780
  • Published Date: May, 2022
  • Pages: 235
  • Category: Information Technology & Semiconductors
  • Format: PDF
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Global gamification in education market is expected to reach USD 11670.18 million by 2030, at a CAGR of 33.61% from 2022 to 2030. The market for gamification in education has grown fast in recent years, and it is expected to grow much more throughout the forecast period. The global market for gamification in education is motivating learners to embrace web-based gamification solutions, which are being pushed by the growing usage of digital learning and expanding adoption of cloud computing among enterprises.

Market Overview:

Gamification in education is a strategy of motivating students to study via the use of video games in general components in the educational environment. Gamification operates by delivering proactive directions and information to audiences via gameplay mechanics and game characteristics embedded in online platforms, resulting in the achievement of company goals and objectives. Today's generation has grown up with digital tools, necessitating a fresh approach to education. Students are becoming increasingly interested in game-based learning techniques since they include gaming aspects and assist in making learning more pleasant and efficient. Web-based learning provides students with a consistent learning experience while also encouraging students to pursue their interests. For a variety of reasons, gamification is growing more popular in educational settings. It makes the complicated stuff more entertaining,' assisting in motivating pupils and increasing their engagement with the subject material. Because video games have addictive qualities that entice and captivate youngsters (and adults), it's only logical to observe comparable engagement outcomes when these game-based components are implemented in learning materials.

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Market Dynamics:

Drivers:
  • Rising adoption of digital learning

The rising desire to improve the learning experience for positive outcomes, as well as the use of AR technologies in the gamification education industries, is driving the increased acceptance of digital learning. Benefits of factors promoting the growth of the gamification education market segment include increased security, lower legal setup costs, easier accessibility, faster deployment, high scalability, customizability, increased storage space, ease of maintenance, automatic upgrade of course materials, and mechanical licensing by vendors. Factors such as developments in e-learning tools distribution methods, technological advancements, and the availability of numerous virtual communication tools have contributed to the rise of the academic segment, which has a bigger market size than the corporate training segment.

Restraints:
  • Low motivation and engagement

Low sources of motivation in gamification product acceptance are likely to operate as a market restriction.

Opportunities:
  • Increasing adoption of smartphones

The growing use of cellphones and the incorporation of AR and VR into gamification are expected to give profitable chances for the business to expand.

Segmentation Analysis:

The global gamification in education market has been segmented based on deployment mode, end-user, and regions.

  • The deployment mode segment is divided into on-premises and cloud. In 2021, the cloud accounted for the largest share of the market with 56.7%. Maintenance expenses have been demonstrated to be one of the most significant obstacles for higher education institutions, as more and more personnel are needed to be committed to managing and monitoring on-premises technology. However, with the introduction of cloud technologies into the education gamification software industry, running costs have been substantially decreased, and more scaling possibilities have been introduced, allowing students in establishments to have simple access to outstanding educational experiences. It also includes advantages such as minimal setup costs, faster deployment, customizability, simplicity of administration, automated vendor licensing, enhanced security, simple accessibility, parallel processing, increased storage capacity, and automatic updating of course contents.
  • The end-user segment is divided into corporate training and academics. The corporate training segment dominated the market with the largest share of the market, with 54.2% for gamification in education in 2021. The causes can be attributed to the increased popularity of gamification among corporations that are employing gamification methods for workers to enhance their job credentials by exhibiting their technological competence.
Regional Segmentation Analysis:

The regions analyzed for the market include North America, Europe, South America, Asia Pacific, the Middle East, and Africa. North American region emerged as the largest market for the global gamification in education market, with a 34.3% share of the market revenue in 2021.

  • This was because of the early embrace of developing technology and the existence of a significant number of prestigious educational establishments, as well as their emphasis on interactive methods of teaching.

North America Region Gamification in Education Market Share in 2021 - 34.3%

 

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Competitive Analysis:

The key players are now concentrating on implementing strategies such as adopting new technology, product innovations, mergers & acquisitions, joint venture, alliances, and partnerships to improve their market position in the global gamification in the education industry.

LEAD School, an Edtech business, announced the acquisition of QuizNext, a gamified practice app that delivers AI-based practice quizzes for kids in grades 6 through 10 who are affiliated with the CBSE and ICSE boards, in December 2020. The organization is excited about merging pedagogy, technology, and curriculum to create a comprehensive system of teaching and learning, which will improve the learning opportunity and instructor performance. The acquisition is anticipated to enhance the entire product offering, assisting institutions in maintaining solid educational standards.

Kahoot announced the purchase of Drops in November 2020, a start-up that helps individuals learn languages through short visual and particular phrase games. With this purchase, Kahoot hopes to broaden its subject offering. The purchase strategy aims for the incorporation of new Kahoot features into the Drops applications, as well as the incorporation of Drops material into Kahoot's platform of choice.

List of Key Market Players:

  • Microsoft
  • NIIT
  • MPS Interactive
  • D2L
  • Recurrence
  • Bunchball
  • Classcraft Studios
  • Top Hat
  • Cognizant
  • Fundamentor

Key Target Audience

  • Market Players
  • Investors
  • End-users
  • Government Authorities
  • Consulting And Research Firm

Report Description:

  • Global Gamification in Education Market, Industry Analysis, Trends, Analysis and Forecast, 2022 to 2030 is a forthcoming/imminent research report which is to be published by The Brainy Insights.
  • 2021 is considered as the base year of the report. 2019 and 2020 are regarded as the historical years, and 2022 to 2030 are the forecast years. The global gamification in education market is based on revenue (USD Million). The report incorporates the market study based on income. The study covers the market share revenue/market share/volume for each of the segments, regions, and countries catering to the global gamification in education market. The analyzed areas for the market are Europe, Asia Pacific, North America, South America, and Middle East & Africa. Furthermore, the regions are further analyzed at the country level.
  • The report encompasses the relative data & information, which have been validated by the leading industry professionals and experts across the globe. The research report also delivers an outline of the attractiveness of gamification in education based on deployment model, end-user, and regions, which are deduced and formulated based on their growth rate (CAGR), market size, and attractiveness by analyzing the present and prospects to fathom market growth and development in future.
  • The report illustrates the detailed (both quantitative and qualitative) analysis of historical data, revenues, key developments, along with the crucial strategies adopted by critical organizations catering to the global gamification in the education market. This offers vital and in-depth insights to depict the overall market scenario.
  • The report offers the detailed study for the company profiles of key organizations operating in the global gamification in education market and a comparative assessment based on their product offering, business overviews, geographic presence, business strategies, segment market share, product development & innovations, recent developments, joint venture, partnerships, mergers & acquisitions, strategic alliances, SWOT analysis, and critical financial information. This helps in evaluating the overall competition present in the market scenario.
  • The report provides an elaborative assessment of porter's five forces analysis coupled with SWOT analysis to offer business-related data and pieces of information. Porter's five forces model is analyzed to understand the overall competitive scenario that is prevailing in the market. Additionally, the SWOT analysis identifies both the positive and negative attributes of the market development, which influences the company's growth and development to sustain and survive in the long run.
  • Along with that, the report also focuses on the market-related driving factors, growth limitations (restraints), potential industry opportunities, significant trends, and development which act as a critical potential for the investors.
  • Potential growth prospects, along with the penetration rate analysis of the product (market-related, i.e., global gamification in education market), are covered to comprehend the adoption rate and evaluate the market size. 

Frequesntly Asked Questions

As per The Brainy Insights, the size of the gamification in education market was valued at USD 860.13 million in 2021 to USD 11671.18 million by 2030.

Global gamification in education market is growing at a CAGR of 33.61% during the forecast period 2022-2030.

The global gamification in education market has been segmented based on deployment mode, end-user, and regions. The cloud gamification in education dominated the market in 2021. The corporate training accounted for the largest share of the market in 2021.

North American region emerged as the largest market for the gamification in education.

The market's growth will be influenced by rising adoption of digital learning.

Low motivation and engagement could hamper the market growth.

Increasing adoption of smartphones will provide huge opportunities to the market.

Key players are Microsoft, NIIT, MPS Interactive, D2L, Recurrence, Bunchball, Classcraft Studios, Top Hat, Cognizant, Fundamentor.

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 Deployment Mode
          4.3.2. Market Attractiveness Analysis By End-User
          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. Rising adoption of digital learning
    5.3. Restraints
          5.3.1. Low motivation and engagement
    5.4. Opportunities
          5.4.1. Increasing adoption of smartphones

6. Global Gamification in Education Market Analysis and Forecast, By Deployment Mode
    6.1. Segment Overview
    6.2. On-Premises
    6.3. Cloud

7. Global Gamification in Education Market Analysis and Forecast, By End-User
    7.1. Segment Overview
    7.2. Corporate Training
    7.3. Academic

8. Global Gamification in Education 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 Gamification in Education Market-Competitive Landscape
    9.1. Overview
    9.2. Market Share of Key Players in the Gamification in Education 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. Microsoft
          10.1.1. Business Overview
          10.1.2. Company Snapshot
          10.1.3. Company Market Share Analysis
          10.1.4. Company Component Portfolio
          10.1.5. Recent Developments
          10.1.6. SWOT Analysis
    10.2. NIIT
          10.2.1. Business Overview
          10.2.2. Company Snapshot
          10.2.3. Company Market Share Analysis
          10.2.4. Company Component Portfolio
          10.2.5. Recent Developments
          10.2.6. SWOT Analysis
    10.3. MPS Interactive
          10.3.1. Business Overview
          10.3.2. Company Snapshot
          10.3.3. Company Market Share Analysis
          10.3.4. Company Component Portfolio
          10.3.5. Recent Developments
          10.3.6. SWOT Analysis
    10.4. D2L
          10.4.1. Business Overview
          10.4.2. Company Snapshot
          10.4.3. Company Market Share Analysis
          10.4.4. Company Component Portfolio
          10.4.5. Recent Developments
          10.4.6. SWOT Analysis
    10.5. Recurrence
          10.5.1. Business Overview
          10.5.2. Company Snapshot
          10.5.3. Company Market Share Analysis
          10.5.4. Company Component Portfolio
          10.5.5. Recent Developments
          10.5.6. SWOT Analysis
    10.6. Bunchball
          10.6.1. Business Overview
          10.6.2. Company Snapshot
          10.6.3. Company Market Share Analysis
          10.6.4. Company Component Portfolio
          10.6.5. Recent Developments
          10.6.6. SWOT Analysis
    10.7. Classcraft Studios
          10.7.1. Business Overview
          10.7.2. Company Snapshot
          10.7.3. Company Market Share Analysis
          10.7.4. Company Component Portfolio
          10.7.5. Recent Developments
          10.7.6. SWOT Analysis
    10.8. Top Hat
          10.8.1. Business Overview
          10.8.2. Company Snapshot
          10.8.3. Company Market Share Analysis
          10.8.4. Company Component Portfolio
          10.8.5. Recent Developments
          10.8.6. SWOT Analysis
    10.9. Cognizant
          10.9.1. Business Overview
          10.9.2. Company Snapshot
          10.9.3. Company Market Share Analysis
          10.9.4. Company Component Portfolio
          10.9.5. Recent Developments
          10.9.6. SWOT Analysis
    10.10. Fundamentor
          10.10.1. Business Overview
          10.10.2. Company Snapshot
          10.10.3. Company Market Share Analysis
          10.10.4. Company Component Portfolio
          10.10.5. Recent Developments
          10.10.6. SWOT Analysis
 

List of Table

1. Global Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

2. Global On-Premises Gamification in Education Market, By Region, 2019-2030 (USD Million) 

3. Global Cloud Gamification in Education Market, By Region, 2019-2030 (USD Million) 

4. Global Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

5. Global Corporate Training Gamification in Education Market, By Region, 2019-2030 (USD Million) 

6. Global Academic Gamification in Education Market, By Region, 2019-2030 (USD Million) 

7. Global Gamification in Education Market, By Region, 2019-2030 (USD Million) 

8. North America Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

9. North America Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

10. U.S. Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

11. U.S. Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

12. Canada Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

13. Canada Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

14. Mexico Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

15. Mexico Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

16. Europe Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

17. Europe Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

18. Germany Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

19. Germany Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

20. France Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

21. France Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

22. U.K. Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

23. U.K. Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

24. Italy Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

25. Italy Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

26. Spain Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

27. Spain Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

28. Asia Pacific Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

29. Asia Pacific Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

30. Japan Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

31. Japan Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

32. China Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

33. China Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

34. India Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

35. India Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

36. South America Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

37. South America Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

38. Brazil Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

39. Brazil Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

40. Middle East and Africa Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

41. Middle East and Africa Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

42. UAE Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

43. UAE Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

44. South Africa Gamification in Education Market, By Deployment Mode, 2019-2030 (USD Million) 

45. South Africa Gamification in Education Market, By End-User, 2019-2030 (USD Million) 

List of Figures 

1. Global Gamification in Education Market Segmentation

2. Gamification in Education 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 Gamification in Education Market Attractiveness Analysis By Deployment Mode

9. Global Gamification in Education Market Attractiveness Analysis By End-User

10. Global Gamification in Education Market Attractiveness Analysis By Region

11. Global Gamification in Education Market: Dynamics

12. Global Gamification in Education Market Share By Deployment Mode (2022 & 2030)

13. Global Gamification in Education Market Share By End-User (2022 & 2030)

14. Global Gamification in Education Market Share by Regions (2022 & 2030)

15. Global Gamification in Education Market Share by Company (2021)

This study forecasts revenue at global, regional, and country levels from 2019 to 2030. The Brainy Insights has segmented the global gamification in education market based on below mentioned segments:

Global Gamification in Education Market by Deployment Mode:

  • On-Premises
  • Cloud

Global Gamification in Education Market by End-User:

  • Corporate Training
  • Academic

Global Gamification in Education 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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