Arcade Gaming Market Report, Global Industry Analysis, Market Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2023 - 2030

  • Published Date: Jan, 2024
  • Report ID: CR0209377
  • Format: Electronic (PDF)
  • Number of Pages: 214
  • Author(s): Joshi, Madhavi

Report Overview

The Arcade Gaming Market size was estimated at USD 8.5 billion in 2023 and is projected to reach USD 18 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 11.50% during the forecast period (2024-2030).

Arcade Gaming Market

(Market Size)
$8.5 billion
$18 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 11.50%
2023 Market Size USD 8.5 billion
2030 Market Size USD 18 billion
Key Players Bandai Namco, Sega, Taito, Raw Thrills, Adrenaline Amusements

Market Summary

The arcade gaming market represents a dynamic segment of the broader gaming industry, characterized by dedicated machines and venues offering coin-operated or digital entertainment experiences. Historically centered around physical locations like arcades and family entertainment centers, the market has evolved to incorporate modern digital and redemption games, appealing to a diverse demographic from children to adults. The resurgence of interest in retro and classic arcade games, coupled with the integration of advanced technologies such as virtual reality and motion sensing, has revitalized the sector. Businesses operating in this space range from large-scale entertainment chains to independent arcade bars and location-based entertainment providers, all competing to offer immersive and social gaming experiences that cannot be easily replicated at home. The market is influenced by trends in consumer disposable income, leisure spending patterns, and technological innovation, making it a continually evolving landscape for investors and operators.

Key Highlights

Several key factors define the current arcade gaming market landscape. A significant trend is the blending of physical and digital experiences, with many venues incorporating hybrid models that include ticket redemption games, prize merchandising, and food and beverage services to enhance revenue streams. The adoption of cutting-edge technology, such as virtual reality cabinets and interactive multiplayer stations, is a major highlight, attracting a new generation of gamers seeking high-tech entertainment. Furthermore, the market has seen a notable rise in competitive gaming or esports integrations within arcades, hosting tournaments and events that drive foot traffic and community engagement. The enduring popularity of classic arcade cabinets, often in retro-themed bars or museums, underscores a sustained nostalgic appeal. Additionally, the business model is increasingly shifting towards higher-value per customer transactions through membership models, unlimited play passes, and corporate event bookings, providing more stable revenue compared to traditional coin-drop operations.

Drivers, Opportunities & Restraints

The growth of the arcade gaming market is propelled by several key drivers, including rising consumer demand for out-of-home entertainment and social experiences that offer more than standard video gaming. The integration of advanced technologies like VR, AR, and motion tracking provides a unique value proposition that home systems often lack, driving consumer interest and repeat visits. Increasing disposable income in emerging economies and the expansion of shopping malls and entertainment complexes present significant opportunities for new venue openings and market penetration. However, the market faces restraints such as high initial capital investment for modern arcade equipment and ongoing maintenance costs. Competition from home gaming consoles, mobile gaming, and other leisure activities also poses a challenge, requiring operators to continuously innovate and offer differentiated experiences. Economic downturns can impact discretionary spending on entertainment, making the market somewhat cyclical. Despite these challenges, opportunities abound in niche markets, such as themed entertainment, corporate team-building events, and tourism-centric locations.

Concentration Insights

The arcade gaming market features a mix of large international players and smaller regional operators, leading to a moderately concentrated competitive landscape. Major companies such as Dave & Buster's, Round1, and Namco operate extensive chains across multiple countries, leveraging economies of scale in procurement, marketing, and site selection. These players often dominate in high-traffic urban and suburban locations, offering a comprehensive entertainment experience that includes dining and other amenities. Meanwhile, numerous independent and boutique arcades thrive by catering to niche audiences, such as retro gaming enthusiasts or local communities, often emphasizing unique game collections and personalized service. The market concentration is higher in developed regions like North America and parts of Asia, where established brands have a strong presence, while emerging markets exhibit more fragmentation with opportunities for new entrants. Strategic partnerships with game developers, real estate owners, and food and beverage providers are common tactics to strengthen market position and expand reach.

Type Insights

The arcade gaming market can be segmented by type of game and machine, each catering to different consumer preferences and revenue models. Classic arcade games, including iconic titles from the 1980s and 1990s, remain popular for their nostalgic appeal and are often featured in retro-themed venues. redemption games, which award tickets exchangeable for prizes, are a staple in family entertainment centers and drive high repeat play, particularly among younger demographics. Simulator games, such as racing or flight simulators, offer immersive experiences through motion platforms and realistic controls, attracting older teens and adults. Modern video arcade games often feature cutting-edge graphics, multiplayer capabilities, and connectivity for score tracking and tournaments. Additionally, novelty and prize crane machines, as well as rhythm and music games, contribute to the diverse offerings. The choice of game type significantly impacts venue design, target audience, and profitability, with many operators maintaining a mixed portfolio to appeal to a broad customer base.

Application Insights

Arcade gaming machines and venues serve various applications across different settings, each with distinct operational characteristics and customer engagement strategies. The primary application is in dedicated arcades and family entertainment centers, which range from large chains to independent stores, offering a wide array of games alongside amenities like food service and party hosting. These venues focus on creating a destination experience that encourages extended visits and group attendance. Another significant application is in other leisure and hospitality settings, including movie theaters, bowling alleys, restaurants, and bars, where arcade games act as supplementary attractions to enhance the overall guest experience and increase dwell time. Arcade games are also deployed in retail environments, such as shopping malls and airports, to capitalize on foot traffic and provide entertainment during waits. Furthermore, there is a growing application in corporate and private events, where arcade setups are used for team-building activities, product launches, and social gatherings, offering a fun and interactive element.

Regional Insights

The arcade gaming market exhibits varying dynamics across different geographic regions, influenced by cultural preferences, economic conditions, and regulatory environments. North America is a mature market characterized by the presence of major chains and a strong culture of family entertainment centers, with high consumer spending on leisure activities. The region sees steady demand driven by technological adoption and the popularity of social gaming experiences. Asia-Pacific, particularly Japan and South Korea, has a deeply ingrained arcade culture, with a high density of arcades ranging from large multi-story complexes to small urban game centers, often featuring the latest game releases and innovative technologies. Europe shows diverse trends, with robust markets in the UK and Germany, where arcades are commonly located in seaside resorts and urban entertainment districts, while other areas have more fragmented presence. Emerging regions such as Latin America and the Middle East are experiencing growth due to urbanization, rising disposable incomes, and the expansion of shopping malls and entertainment hubs, presenting new opportunities for market expansion.

Company Insights

Several key companies dominate the arcade gaming market, each employing distinct strategies to maintain and grow their market share. Dave & Buster's Entertainment Inc. is a prominent player in North America, operating large-scale venues that combine arcade games with sports viewing and dining, targeting adults and families. Round1 Corporation, with a significant presence in the US and Japan, offers a diverse mix of arcade games, bowling, and karaoke, focusing on a broad demographic appeal. Namco, a subsidiary of Bandai Namco Holdings, is a global leader with a strong legacy in game development and operation of arcade facilities, particularly in Asia. Other notable players include CEC Entertainment, known for its Chuck E. Cheese brand focused on family and children's entertainment, and Main Event Entertainment, which emphasizes a mix of arcade games, bowling, and laser tag. These companies compete on factors such as game variety, venue atmosphere, location, pricing strategies, and the integration of food and beverage services, continually innovating to attract and retain customers.

Recent Developments

The arcade gaming market has witnessed several noteworthy developments in recent years, reflecting ongoing innovation and strategic shifts. There has been a significant push towards incorporating virtual reality and augmented reality technologies into arcade cabinets, offering immersive experiences that are not feasible on home consoles, with companies investing in proprietary VR arcade systems. Another development is the increased focus on esports and competitive gaming within arcades, with venues hosting tournaments and installing multiplayer battle arenas to tap into the growing esports audience. The trend of barcades, which combine classic arcade games with adult beverages, has gained momentum, particularly in urban areas, catering to millennials and Gen X consumers. Additionally, many operators are adopting cashless payment systems and player tracking technologies to enhance customer convenience and gather data on gameplay patterns. Strategic acquisitions and partnerships have also been observed, such as entertainment chains acquiring smaller regional operators to expand their geographic footprint and game portfolio.

Report Segmentation

This comprehensive market research report on the arcade gaming industry provides detailed segmentation to offer actionable insights for stakeholders. The report is segmented by type of arcade game, covering categories such as video arcade games, redemption games, simulator games, and others, analyzing the demand and growth prospects for each segment. It further segments the market by application, including arcade studios, family entertainment centers, restaurants and bars, and other commercial spaces, assessing the operational and revenue models prevalent in each setting. Geographic segmentation covers key regions and countries, providing analysis of regional trends, consumer behavior, and competitive landscapes in North America, Europe, Asia-Pacific, and the rest of the world. Additionally, the report includes segmentation by revenue model, such as pay-per-play, membership, and event-based bookings, offering insights into profitability and business strategies. This multi-faceted segmentation enables a thorough understanding of market dynamics, opportunities, and challenges across different dimensions.

FAQs

What are the latest trends in arcade gaming? The latest trends include the integration of virtual reality and augmented reality for immersive experiences, the rise of competitive gaming and esports tournaments in arcades, and the popularity of hybrid venues that combine gaming with dining and social activities, such as barcades.

How is the arcade gaming market evolving? The market is evolving by adopting advanced technologies like VR and cashless payments, expanding beyond traditional models to include event hosting and membership programs, and catering to nostalgic trends with retro games while innovating with new interactive experiences.

Who are the key players in the arcade gaming industry? Key players include Dave & Buster's, Round1, Namco, CEC Entertainment (Chuck E. Cheese), and Main Event Entertainment, among others, who operate large chains and innovate with diverse entertainment offerings.

What types of games are popular in arcades today? Popular games include classic retro cabinets, ticket redemption games, rhythm and music games, simulator experiences such as racing and flight simulators, and modern video games with multiplayer and connectivity features.

Where are arcade games commonly located? Arcade games are commonly located in dedicated arcades, family entertainment centers, shopping malls, movie theaters, bowling alleys, restaurants, bars, and increasingly in corporate event spaces and tourism destinations.

What challenges does the arcade gaming market face? Challenges include high initial investment and maintenance costs for equipment, competition from home gaming consoles and mobile games, economic sensitivity affecting discretionary spending, and the need for continuous innovation to attract customers.

Citius Research has developed a research report titled “Arcade Gaming Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” delivering key insights regarding business intelligence and providing concrete business strategies to clients in the form of a detailed syndicated report. The report details out the factors such as business environment, industry trend, growth opportunities, competition, pricing, global and regional market analysis, and other market related factors.

Details included in the report for the years 2024 through 2030

• Arcade Gaming Market Potential
• Segment-wise breakup
• Compounded annual growth rate (CAGR) for the next 6 years
• Key customers and their preferences
• Market share of major players and their competitive strength
• Existing competition in the market
• Price trend analysis
• Key trend analysis
• Market entry strategies
• Market opportunity insights

The report focuses on the drivers, restraints, opportunities, and challenges in the market based on various factors geographically. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report. The Arcade Gaming Market report is segmented on the basis of various market segments and their analysis, both in terms of value and volume, for each region for the period under consideration.

Arcade Gaming Market Segmentation

Market Segmentation

Regions Covered

• North America
• Latin America
• Europe
• MENA
• Asia Pacific
• Sub-Saharan Africa and
• Australasia

Arcade Gaming Market Analysis

The report covers below mentioned analysis, but is not limited to:

• Overview of Arcade Gaming Market
• Research Methodology
• Executive Summary
• Market Dynamics of Arcade Gaming Market
  • Driving Factors
  • Restraints
  • Opportunities
• Global Market Status and Forecast by Segment A
• Global Market Status and Forecast by Segment B
• Global Market Status and Forecast by Segment C
• Global Market Status and Forecast by Regions
• Upstream and Downstream Market Analysis of Arcade Gaming Market
• Cost and Gross Margin Analysis of Arcade Gaming Market
• Arcade Gaming Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030
  • Competition Landscape
  • Market Share of Major Players
• Key Recommendations

The “Arcade Gaming Market Report - Global Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” report helps the clients to take business decisions and to understand strategies of major players in the industry. The report delivers the market driven results supported by a mix of primary and secondary research. The report provides the results triangulated through authentic sources and upon conducting thorough primary interviews with the industry experts. The report includes the results on the areas where the client can focus and create point of parity and develop a competitive edge, based on real-time data results.

Arcade Gaming Market Key Stakeholders

Below are the key stakeholders for the Arcade Gaming Market:

• Manufacturers
• Distributors/Traders/Wholesalers
• Material/Component Manufacturers
• Industry Associations
• Downstream vendors

Arcade Gaming Market Report Scope

Report AttributeDetails
Base year2023
Historical data2018 – 2023
Forecast2024 - 2030
CAGR2024 - 2030
Quantitative UnitsValue (USD Million)
Report coverageRevenue Forecast, Competitive Landscape, Growth Factors, Trends and Strategies. Customized report options available on request
Segments coveredProduct type, technology, application, geography
Regions coveredNorth America, Latin America, Europe, MENA, Asia Pacific, Sub-Saharan Africa and Australasia
Countries coveredUS, UK, China, Japan, Germany, India, France, Brazil, Italy, Canada, Russia, South Korea, Australia, Spain, Mexico and others
Customization scopeAvailable on request
PricingVarious purchase options available as per your research needs. Discounts available on request

COVID-19 Impact Analysis

Like most other markets, the outbreak of COVID-19 had an unfavorable impact on the Arcade Gaming Market worldwide. This report discusses in detail the disruptions experienced by the market, the impact on flow of raw materials, manufacturing operations, production trends, consumer demand and the projected future of this market post pandemic.

The report has helped our clients:

• To describe and forecast the Arcade Gaming Market size, on the basis of various segmentations and geography, in terms of value and volume
• To measure the changing needs of customers/industries
• To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the market
• To gain competitive intelligence and uncover new opportunities
• To analyse opportunities in the market for stakeholders by identifying high-growth segments in Arcade Gaming Market
• To strategically profile key players and provide details of the current competitive landscape
• To analyse strategic approaches adopted by players in the market, such as product launches and developments, acquisitions, collaborations, contracts, expansions, and partnerships

Report Customization

Citius Research provides free customization of reports as per your need. This report can be personalized to meet your requirements. Get in touch with our sales team, who will guarantee you to get a report that suits your necessities.

Customize This Report

Frequently Asked Questions

The Global Arcade Gaming Market size was valued at $XX billion in 2023 and is anticipated to reach $XX billion by 2030 growing at a CAGR of XX%
The global Arcade Gaming Market is expected to grow at a CAGR of XX% from 2023 to 2030.
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Table of Contents

Chapter 1. Introduction
  1.1. Market Scope
  1.2. Key Segmentations
  1.3. Research Objective
Chapter 2. Research Methodology & Assumptions
Chapter 3. Executive Summary
Chapter 4. Market Background
  4.1. Dynamics
    4.1.1. Drivers
    4.1.2. Restraints
    4.1.3. Opportunity
    4.1.4. Challenges
  4.2. Key Trends in the Impacting the Market
    4.2.1. Demand & Supply
  4.3. Industry SWOT Analysis
  4.4. Porter’s Five Forces Analysis
  4.5. Value and Supply Chain Analysis
  4.6. Macro-Economic Factors
  4.7. COVID-19 Impact Analysis
    4.7.1. Global and Regional Assessment
  4.8. Profit Margin Analysis
  4.9. Trade Analysis
    4.9.1. Importing Countries
    4.9.2. Exporting Countries
  4.10. Market Entry Strategies
  4.11. Market Assessment (US$ Mn and Units)
Chapter 5. Global Arcade Gaming Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment A
  5.1. By Segment A, 2024 - 2030
    5.1.1. Sub-Segment A
    5.1.2. Sub-Segment B
  5.2. Opportunity Analysis
Chapter 6. Global Arcade Gaming Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment B
  6.1. By Segment B, 2024 - 2030
    6.1.1. Sub-Segment A
    6.1.2. Sub-Segment B
  6.2. Opportunity Analysis
Chapter 7. Global Arcade Gaming Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment C
  7.1. By Segment C, 2024 - 2030
    7.1.1. Sub-Segment A
    7.1.2. Sub-Segment B
  7.2. Opportunity Analysis
Chapter 8. Global Arcade Gaming Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Region
  8.1. By Region, 2024 - 2030
    8.1.1. North America
    8.1.2. Latin America
    8.1.3. Europe
    8.1.4. MENA
    8.1.5. Asia Pacific
    8.1.6. Sub-Saharan Africa
    8.1.7. Australasia
  8.2. Opportunity Analysis
Chapter 9. North America Arcade Gaming Market Forecast and Trend Analysis
  9.1. Regional Overview
  9.2. Pricing Analysis
  9.3. Key Trends in the Region
    9.3.1. Supply and Demand
  9.4. Demographic Structure
  9.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    9.5.1. Sub-Segment A
    9.5.2. Sub-Segment B
  9.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    9.6.1. Sub-Segment A
    9.6.2. Sub-Segment B
  9.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    9.7.1. Sub-Segment A
    9.7.2. Sub-Segment B
  9.8. By Country, 2024 - 2030, (US$ Mn and Units)
    9.8.1. U.S.
    9.8.2. Canada
    9.8.3. Rest of North America
  9.9. Opportunity Analysis
Chapter 10. Latin America Arcade Gaming Market Forecast and Trend Analysis
  10.1. Regional Overview
  10.2. Pricing Analysis
  10.3. Key Trends in the Region
    10.3.1. Supply and Demand
  10.4. Demographic Structure
  10.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    10.5.1. Sub-Segment A
    10.5.2. Sub-Segment B
  10.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    10.6.1. Sub-Segment A
    10.6.2. Sub-Segment B
  10.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    10.7.1. Sub-Segment A
    10.7.2. Sub-Segment B
  10.8. By Country, 2024 - 2030, (US$ Mn and Units)
    10.8.1. Brazil
    10.8.2. Argentina
    10.8.3. Rest of Latin America
  10.9. Opportunity Analysis
Chapter 11. Europe Arcade Gaming Market Forecast and Trend Analysis
  11.1. Regional Overview
  11.2. Pricing Analysis
  11.3. Key Trends in the Region
    11.3.1. Supply and Demand
  11.4. Demographic Structure
  11.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    11.5.1. Sub-Segment A
    11.5.2. Sub-Segment B
  11.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    11.6.1. Sub-Segment A
    11.6.2. Sub-Segment B
  11.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    11.7.1. Sub-Segment A
    11.7.2. Sub-Segment B
  11.8. By Country, 2024 - 2030, (US$ Mn and Units)
    11.8.1. UK
    11.8.2. Germany
    11.8.3. France
    11.8.4. Spain
    11.8.5. Rest of Europe
  11.9. Opportunity Analysis
Chapter 12. MENA Arcade Gaming Market Forecast and Trend Analysis
  12.1. Regional Overview
  12.2. Pricing Analysis
  12.3. Key Trends in the Region
    12.3.1. Supply and Demand
  12.4. Demographic Structure
  12.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    12.5.1. Sub-Segment A
    12.5.2. Sub-Segment B
  12.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    12.6.1. Sub-Segment A
    12.6.2. Sub-Segment B
  12.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    12.7.1. Sub-Segment A
    12.7.2. Sub-Segment B
  12.8. By Country, 2024 - 2030, (US$ Mn and Units)
    12.8.1. Egypt
    12.8.2. Algeria
    12.8.3. GCC
    12.8.4. Rest of MENA
  12.9. Opportunity Analysis
Chapter 13. Asia Pacific Arcade Gaming Market Forecast and Trend Analysis
  13.1. Regional Overview
  13.2. Pricing Analysis
  13.3. Key Trends in the Region
    13.3.1. Supply and Demand
  13.4. Demographic Structure
  13.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    13.5.1. Sub-Segment A
    13.5.2. Sub-Segment B
  13.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    13.6.1. Sub-Segment A
    13.6.2. Sub-Segment B
  13.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    13.7.1. Sub-Segment A
    13.7.2. Sub-Segment B
  13.8. By Country, 2024 - 2030, (US$ Mn and Units)
    13.8.1. India
    13.8.2. China
    13.8.3. Japan
    13.8.4. ASEAN
    13.8.5. Rest of Asia Pacific
  13.9. Opportunity Analysis
Chapter 14. Sub-Saharan Africa Arcade Gaming Market Forecast and Trend Analysis
  14.1. Regional Overview
  14.2. Pricing Analysis
  14.3. Key Trends in the Region
    14.3.1. Supply and Demand
  14.4. Demographic Structure
  14.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    14.5.1. Sub-Segment A
    14.5.2. Sub-Segment B
  14.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    14.6.1. Sub-Segment A
    14.6.2. Sub-Segment B
  14.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    14.7.1. Sub-Segment A
    14.7.2. Sub-Segment B
  14.8. By Country, 2024 - 2030, (US$ Mn and Units)
    14.8.1. Ethiopia
    14.8.2. Nigeria
    14.8.3. Rest of Sub-Saharan Africa
  14.9. Opportunity Analysis
Chapter 15. Australasia Arcade Gaming Market Forecast and Trend Analysis
  15.1. Regional Overview
  15.2. Pricing Analysis
  15.3. Key Trends in the Region
    15.3.1. Supply and Demand
  15.4. Demographic Structure
  15.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    15.5.1. Sub-Segment A
    15.5.2. Sub-Segment B
  15.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    15.6.1. Sub-Segment A
    15.6.2. Sub-Segment B
  15.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    15.7.1. Sub-Segment A
    15.7.2. Sub-Segment B
  15.8. By Country, 2024 - 2030, (US$ Mn and Units)
    15.8.1. Australia
    15.8.2. New Zealand
    15.8.3. Rest of Australasia
  15.9. Opportunity Analysis
Chapter 16. Competition Analysis
  16.1. Competitive Benchmarking
    16.1.1. Top Player’s Market Share
    16.1.2. Price and Product Comparison
  16.2. Company Profiles
    16.2.1. Company A
      16.2.1.1. Company Overview
      16.2.1.2. Segmental Revenue
      16.2.1.3. Product Portfolio
      16.2.1.4. Key Developments
      16.2.1.5. Strategic Outlook
    16.2.2. Company B
      16.2.2.1. Company Overview
      16.2.2.2. Segmental Revenue
      16.2.2.3. Product Portfolio
      16.2.2.4. Key Developments
      16.2.2.5. Strategic Outlook
    16.2.3. Company C
      16.2.3.1. Company Overview
      16.2.3.2. Segmental Revenue
      16.2.3.3. Product Portfolio
      16.2.3.4. Key Developments
      16.2.3.5. Strategic Outlook
    16.2.4. Company D
      16.2.4.1. Company Overview
      16.2.4.2. Segmental Revenue
      16.2.4.3. Product Portfolio
      16.2.4.4. Key Developments
      16.2.4.5. Strategic Outlook
    16.2.5. Company E
      16.2.5.1. Company Overview
      16.2.5.2. Segmental Revenue
      16.2.5.3. Product Portfolio
      16.2.5.4. Key Developments
      16.2.5.5. Strategic Outlook
    16.2.6. Company F
      16.2.6.1. Company Overview
      16.2.6.2. Segmental Revenue
      16.2.6.3. Product Portfolio
      16.2.6.4. Key Developments
      16.2.6.5. Strategic Outlook
    16.2.7. Company G
      16.2.7.1. Company Overview
      16.2.7.2. Segmental Revenue
      16.2.7.3. Product Portfolio
      16.2.7.4. Key Developments
      16.2.7.5. Strategic Outlook
    16.2.8. Company H
      16.2.8.1. Company Overview
      16.2.8.2. Segmental Revenue
      16.2.8.3. Product Portfolio
      16.2.8.4. Key Developments
      16.2.8.5. Strategic Outlook
    16.2.9. Company I
      16.2.9.1. Company Overview
      16.2.9.2. Segmental Revenue
      16.2.9.3. Product Portfolio
      16.2.9.4. Key Developments
      16.2.9.5. Strategic Outlook
    16.2.10. Company J
      16.2.10.1. Company Overview
      16.2.10.2. Segmental Revenue
      16.2.10.3. Product Portfolio
      16.2.10.4. Key Developments
      16.2.10.5. Strategic Outlook
Chapter 17. Go-To-Market Strategy

Research Methodology

We follow a robust research methodology to analyze the market in order to provide our clients with qualitative and quantitative analysis which has a very low or negligible deviance. Extensive secondary research supported by primary data collection methods help us to thoroughly understand and gauge the market. We incorporate both top-down and bottom-up approach for estimating the market. The below mentioned methods are then adopted to triangulate and validate the market.

Secondary data collection and interpretation

Secondary research includes sources such as published books, articles in journals, news media and published businesses, government and international body publications, and associations. Sources also include paid databases such as Hoovers, Thomson Reuters, Passport and others. Data derived through secondary sources is further validated through primary sources. The secondary sources also include major manufacturers mapped on the basis of revenues, product portfolios, and sales channels.

Primary data collection

Primary data collection methods include conducting interviews with industry experts and various stakeholders across the supply chain, such as raw material suppliers, manufacturers, product distributors and customers. The interviews are either telephonic or face-to-face, or even a combination of both. Prevailing trends in the industry are gathered by conducting surveys. Primary interviews also help us to understand the market drivers, restraints and opportunities, along with the challenges in the market. This method helps us in validating the data gathered through secondary sources, further triangulating the data and developing it through our statistical tools. We generally conduct interviews with -

  • CEOs, Directors, and VPs
  • Sales and Marketing Managers
  • Plant Heads and Manufacturing Department Heads
  • Product Specialists

Supply Side and Demand Side Data Collection

Supply side analysis is based on the data collected from the manufacturers and the product providers in terms of their segmental revenues. Secondary sources for this type of analysis include company annual reports and publications, associations and organisations, government publications and others.

Demand side analysis is based upon the consumer insights who are the end users of the particular product in question. They could be an individual user or an organisation. Such data is gathered through consumer surveys and focused group interviews.

Market Engineering

As a primary step, in order to develop the market numbers we follow a vigorous methodology that includes studying the parent market of the niche product and understanding the industry trends, acceptance among customers of the product, challenges, future growth, and others, followed by further breaking down the market under consideration into various segments and sub-markets. Additionally, in order to cross-validate the market, we also determine the top players in the market, along with their segmental revenues for the said market. Our secondary sources help us to validate the market share of the top players. Using both the qualitative and quantitative analysis of all the possible factors helps us determine the market numbers which are inclined towards accuracy.

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