Phone Gaming Software 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: CR0211150
  • Format: Electronic (PDF)
  • Number of Pages: 218
  • Author(s): Joshi, Madhavi

Report Overview

The Phone Gaming Software Market size was estimated at USD 45 billion in 2023 and is projected to reach USD 68.5 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 6.20% during the forecast period (2024-2030).

Phone Gaming Software Market

(Market Size)
$45 billion
$68.5 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 6.20%
2023 Market Size USD 45 billion
2030 Market Size USD 68.5 billion
Key Players Tencent, Activision Blizzard, Electronic Arts, Nintendo, NetEase

Market Summary

The phone gaming software market represents a dynamic and rapidly evolving segment within the broader semiconductor and electronics industry, characterized by the development, distribution, and monetization of games designed specifically for mobile devices such as smartphones and tablets. This market is driven by the pervasive global adoption of mobile technology, advancements in hardware capabilities including high-performance processors and GPUs, and the increasing consumer preference for on-the-go entertainment. Key stakeholders include game developers, publishers, platform providers like Apple and Google, and technology enablers such as semiconductor manufacturers and middleware providers. The ecosystem thrives on a diverse range of business models, including free-to-play with in-app purchases, subscription services, and premium paid titles, catering to a wide demographic from casual gamers to hardcore enthusiasts. Innovations in areas like augmented reality, cloud gaming, and 5G connectivity are further expanding the possibilities for immersive and socially connected gaming experiences, making mobile gaming a dominant force in the global entertainment landscape.

Key Highlights

The phone gaming software market is distinguished by several pivotal factors that underscore its significance and growth trajectory. The integration of advanced artificial intelligence and machine learning algorithms is enhancing game personalization, player engagement, and operational efficiency for developers. The rise of hyper-casual games, which are easy to play and have short session times, has democratized game development and user acquisition, allowing smaller studios to compete effectively. Major technology companies, including Tencent, NetEase, and Activision Blizzard, continue to dominate through strategic acquisitions, exclusive titles, and robust platform ecosystems. Furthermore, the convergence of gaming with social media and streaming platforms is creating new avenues for community building and monetization. The market is also witnessing a surge in cross-platform play, enabling seamless experiences across mobile, console, and PC, which broadens the audience base and enhances player retention. These highlights collectively illustrate a market that is not only expanding in scale but also increasing in complexity and innovation.

Drivers, Opportunities & Restraints

Several key drivers propel the phone gaming software market forward, including the continuous improvement in mobile device hardware, such as faster processors, better displays, and enhanced battery life, which enable more sophisticated and graphically intensive games. The widespread availability of high-speed internet, particularly with the rollout of 5G networks, reduces latency and supports cloud-based gaming services, making high-quality gaming accessible without the need for expensive hardware. Growing disposable incomes in emerging economies and the increasing penetration of smartphones are expanding the addressable market significantly. Opportunities abound in the development of games leveraging emerging technologies like augmented reality and virtual reality, which offer immersive experiences and new gameplay mechanics. The adoption of blockchain and non-fungible tokens in gaming is opening doors for unique digital ownership and monetization models. However, the market faces restraints such as intense competition leading to high user acquisition costs, regulatory challenges related to data privacy and in-app purchase policies, particularly in regions like Europe and Asia, and concerns over gaming addiction and its social implications, which could lead to stricter regulations and public scrutiny.

Concentration Insights

The phone gaming software market exhibits a high degree of concentration among a few major players who wield significant influence over market trends, revenue generation, and technological advancements. Companies like Tencent Holdings, through its ownership of studios such as Riot Games and investments in numerous other developers, along with Activision Blizzard and Electronic Arts, command substantial market shares through popular franchises and extensive distribution networks. This concentration is further reinforced by the dominance of platform holders Apple and Google, whose app stores serve as critical gatekeepers for game discovery and monetization. Despite this, the market also supports a vibrant ecosystem of independent developers and mid-sized studios that often innovate with niche genres and viral hits, particularly in the hyper-casual and indie segments. The concentration dynamics are evolving with the entry of tech giants like Amazon and Netflix into gaming, potentially disrupting traditional models and increasing competitive pressures. Understanding these concentration patterns is essential for stakeholders to navigate partnerships, investment opportunities, and competitive strategies effectively.

Type Insights

The phone gaming software market can be segmented by type into various categories based on gameplay style, monetization strategy, and technological approach. Action and adventure games remain highly popular, offering engaging narratives and real-time gameplay that leverage mobile device capabilities. Puzzle and strategy games appeal to a broad audience due to their accessibility and mental challenge, often employing free-to-play models with in-app purchases. Role-playing games attract dedicated communities with deep progression systems and social features. Simulation games, including life and sports simulations, provide immersive experiences that mimic real-world activities. Additionally, the market sees growing segments in educational games that combine entertainment with learning, and casino-style games that capitalize on gambling mechanics, though these face stricter regulatory oversight. The type of game significantly influences development complexity, target audience, and revenue potential, with successful titles often blending elements from multiple categories to enhance appeal and retention.

Application Insights

Phone gaming software applications cater to a diverse range of user intents and contexts, influencing design, functionality, and monetization strategies. Entertainment and leisure applications dominate, providing users with an escape and social interaction through multiplayer features and community events. Educational applications are gaining traction by gamifying learning processes, making them engaging for children and adults alike, often supported by subscriptions or one-time purchases. Health and wellness applications incorporate gaming elements to encourage physical activity and mental exercises, tapping into the broader trend of quantified self. Additionally, advertising applications use games as a medium for brand promotions and product placements, creating alternative revenue streams for developers. The application of gaming software in professional training and simulation is also emerging, particularly in industries like healthcare and aviation, where immersive scenarios can enhance skill development. Understanding these application insights helps developers tailor their offerings to specific user needs and market opportunities.

Regional Insights

The phone gaming software market demonstrates distinct regional characteristics influenced by cultural preferences, economic conditions, regulatory environments, and technological infrastructure. Asia-Pacific stands as the largest and most influential region, driven by high smartphone penetration, strong gaming culture in countries like China, South Korea, and Japan, and the presence of major companies such as Tencent and Sony. North America follows with a mature market characterized by high spending per user and early adoption of new technologies, supported by leading developers like Activision Blizzard and Electronic Arts. Europe shows robust growth with diverse gaming tastes and stringent data protection regulations that impact monetization strategies. Emerging regions in Latin America, the Middle East, and Africa are experiencing rapid growth due to increasing mobile internet access and rising disposable incomes, though they face challenges related to payment infrastructure and device affordability. These regional nuances necessitate tailored approaches in game localization, marketing, and business model adaptation to maximize reach and engagement.

Company Insights

Key companies in the phone gaming software market include industry giants and innovative newcomers that shape competitive dynamics and technological trends. Tencent Holdings leads through its extensive portfolio, including ownership of Riot Games known for League of Legends: Wild Rift, and significant stakes in companies like Epic Games and Activision Blizzard. Activision Blizzard itself is a major player with titles like Call of Duty Mobile, leveraging its strong franchise power. Electronic Arts competes with sports series like FIFA Mobile and strategic acquisitions such as Glu Mobile. NetEase games from China are prominent with titles like Identity V and collaborations with global IPs. Niantic gained fame with Pok?mon GO, pioneering location-based augmented reality gaming. Smaller but influential companies like Supercell, with games like Clash of Clans, and Zynga, known for social casino games, also hold significant market positions. These companies invest heavily in R&D for graphics, AI, and cloud technologies to maintain competitiveness and drive industry innovation.

Recent Developments

Recent developments in the phone gaming software market highlight ongoing innovation and strategic shifts among key players. There has been a surge in mergers and acquisitions, such as Take-Two Interactive's acquisition of Zynga, aimed at strengthening mobile gaming portfolios and expanding market reach. Technological advancements include the integration of more sophisticated AI for personalized gaming experiences and the adoption of cloud gaming services by companies like NVIDIA with GeForce Now and Microsoft with xCloud, making high-end games accessible on mobile devices. The emergence of Web3 and blockchain technology is introducing play-to-earn models and NFT-based games, though this area faces regulatory uncertainty and market volatility. Additionally, there is increased focus on cross-platform functionality, allowing players to seamlessly switch between mobile, console, and PC. Recent launches of 5G networks are enabling lower latency and more reliable multiplayer experiences, while augmented reality games continue to evolve beyond initial hits like Pok?mon GO, with new applications in social and educational contexts.

Report Segmentation

This report on the phone gaming software market is segmented to provide detailed analysis across multiple dimensions, enabling a comprehensive understanding of market dynamics. The segmentation includes by type, covering categories such as action, adventure, puzzle, role-playing, simulation, and others, each analyzed for growth patterns and consumer preferences. By application, segments include entertainment, education, health, advertising, and professional training, highlighting distinct use cases and revenue models. Geographical segmentation breaks down the market into key regions: North America, Europe, Asia-Pacific, Latin America, and Middle East & Africa, with insights into regional trends, regulatory impacts, and growth opportunities. Additionally, the report may segment by business model, such as free-to-play, pay-to-play, and subscription-based, and by platform, including iOS and Android, to assess distribution and monetization strategies. This structured approach allows stakeholders to identify niche opportunities, understand competitive landscapes, and make informed strategic decisions based on granular market intelligence.

FAQs

What are the latest trends in mobile gaming? Current trends include the rise of cloud gaming, which allows streaming of high-quality games without downloads; increased adoption of augmented reality for immersive experiences; growth in hyper-casual games due to their accessibility; integration of blockchain and NFTs for digital ownership; and emphasis on cross-platform play to unite mobile, console, and PC gamers.

Which companies lead the mobile gaming market? Leading companies include Tencent Holdings, Activision Blizzard, Electronic Arts, NetEase, Niantic, and Supercell. These firms dominate through popular titles, strategic acquisitions, and extensive resources for development and marketing.

How is 5G impacting mobile gaming? 5G technology enhances mobile gaming by providing faster download speeds, lower latency, and more stable connections, enabling smoother multiplayer experiences, higher-quality graphics, and the feasibility of cloud gaming services on mobile devices.

What are the challenges in mobile game development? Challenges include high user acquisition costs, intense competition, fragmentation across device types and operating systems, regulatory hurdles related to data privacy and in-app purchases, and the need for continuous innovation to retain players.

What is the future of augmented reality in mobile gaming? The future of AR in mobile gaming looks promising, with advancements in AR hardware and software expected to drive more immersive and interactive games, expanding beyond entertainment into education, retail, and social applications, though it depends on widespread AR adoption and technological refinement.

How do monetization models work in mobile games? Common monetization models include free-to-play with in-app purchases for virtual goods or ads, subscription services for premium content, paid upfront downloads, and hybrid models combining these approaches, with success often relying on player engagement and value perception.

Citius Research has developed a research report titled “Phone Gaming Software 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

• Phone Gaming Software 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 Phone Gaming Software 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.

Phone Gaming Software Market Segmentation

Market Segmentation

Regions Covered

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

Phone Gaming Software Market Analysis

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

• Overview of Phone Gaming Software Market
• Research Methodology
• Executive Summary
• Market Dynamics of Phone Gaming Software 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 Phone Gaming Software Market
• Cost and Gross Margin Analysis of Phone Gaming Software Market
• Phone Gaming Software 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 “Phone Gaming Software 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.

Phone Gaming Software Market Key Stakeholders

Below are the key stakeholders for the Phone Gaming Software Market:

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

Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software Market is expected to grow at a CAGR of XX% from 2023 to 2030.
For further details request a free sample copy of this report here.
For further details request a free sample copy of this report here.
For further details request a free sample copy of this report here.
For further details request a free sample copy of this report here.

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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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 Phone Gaming Software 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.

Request a detailed Research Methodology for the market.

Request Customization or Sample Report

To request a sample report or for any inquiry regarding this report, please fill out the form below

Yes, I have read the Privacy Policy.

Related Reports






latest reports