image

REPORT SCOPE & OVERVIEW

Mobile Augmented Reality Market Revenue Analysis

To get more information on Mobile Augmented Reality Market - Request Sample Report

The Mobile Augmented Reality Market size was valued at USD 17.08 billion in 2023 and is expected to grow to USD 207.8 billion by 2032 and grow at a CAGR Of 32 % over the forecast period of 2024-2032.

 One of the most unpredictable areas of growth for AR applications at the moment is mobile. Mobile devices like tablets and smartphones are used for augmented reality. Mobile devices that allow augmented reality are gradually becoming more powerful and less expensive. The most practical and versatile augmented reality platform to date is mobile. popular augmented reality format, especially given the widespread use of mobile devices.

The industry has grown as a result of mobile augmented reality's growing acceptability in e-commerce, retail, gaming, entertainment, and many other industries. One of the main drivers of the mobile augmented reality market. Reality Market refers to the huge technology corporations' growing interest in mobile AR applications.

MARKET DYNAMICS

KEY DRIVERS:  

  • Advancements in mobile device capabilities

  • Increasing demand from the retail industry for mobile augmented reality to improve consumers' shopping experiences.

The retail sector is expanding quickly. Retailers are under pressure to show how useful their products are without compromising their quality. These merchants also participate in taking charge of the transaction of products. Together, these elements are encouraging the usage of augmented reality technologies the retail industry. The retail sector deals with the sale of goods and products over the internet or from fixed places, including physical stores. Customers do not want to spend a lot of time shopping because stores are congested. As a result, online buying has become increasingly popular over time.

RESTRAIN:

  • A poor user interface hinders the effectiveness of AR apps' navigation.

There is a high demand for mobile augmented reality apps in the tourism, business, consumer, aerospace, and healthcare sectors. The poor quality of device user interfaces makes it challenging for this technology to be adopted in several industries. due to mobile phones' tiny screens, User access is restricted with clearly defined boundaries due to an incompatible user interface, which is likely to have an impact on the navigation perspective. As a result, the quality of augmented reality-enabled navigation apps in industries like tourism is impacted by the limited user interface. In contrast to monitor-based augmented reality, mobile AR systems have more complex user interfaces.

OPPORTUNITY: 

  • Using social media apps to offer a distinctive value proposition

Decisions made by businesses are heavily influenced by their capacity to comprehend demand signals, foresee certain events in advance, monitor demand behaviour on social media, and act rapidly to satisfy client wants. These skills are necessary for greater business performance both under normal circumstances and in pandemic situations with supply chain disruptions. More rich material in mobile AR for social media would be in high demand if AR were to become widely used in social apps like Snapchat and Instagram (filters). Particularly brands and marketers are discovering strategies to increase their sales using various marketing on social media sites. This could offer

CHALLENGES:

  • Ensuring seamless integration across different mobile platforms

  • Limited consumer awareness and understanding of AR technology

  • Social challenges related to privacy concerns that affect adoption outcomes

The use of AR is developing. A user may be able to view any person's details across all social media platforms using some mobile augmented reality (AR) applications. As a result, it is anticipated that the degrees of personal privacy would decline dramatically with the widespread usage of AR apps and devices. Privacy and security. The AR industry's biggest problems are difficulties. These problems have arisen as a result of inconsistent AR programming, carelessness on the part of app and device manufacturers, and oversight on the part of end users. Only a few augmented reality applications can protect user privacy and identification.

IMPACT OF RUSSIAN UKRAINE WAR

The long-term effects of COVID-19, an unprecedented worldwide public health emergency that influenced practically every industry, are expected to have an impact on the development of numerous end-use industries throughout the projection period. The research foundation is strengthened by this continuing study to enable the inclusion of underlying COVID-19 problems and potential future directions. The paper provides information on COVID-19 taking into account changes in consumer demand and behavior, buying habits, supply chain rerouting, dynamics of current market forces, and substantial government initiatives.

An in-depth examination of the effects of COVID-19 and its succeeding variant outbreaks on demand, supply, pricing, and vendor uptake is revealed in the report's devoted section, which also offers suggestions for long-term solutions. The revised report offers new information, analysis, projections, and estimates.

IMPACT OF ONGOING RECESSION

The conflict has had a significant negative impact on people's lives and livelihoods and is a significant issue interrupting to the dynamics of commerce. It is anticipated that the continued conflict and unpredictability in Eastern Europe would negatively affect Ukraine and have severe, long-lasting impacts on Russia. The paper reveals the effects on demand-supply balances, pressure on pricing variations, influence on import/export and trade, and short-term advice to the global mobile industry. Taking into account the most recent information on the situation and the responses from across the world.

KEY MARKET SEGMENTS

 By Type

  • Marker-based (Passive Marker, Active Marker)

  • Markerless (Model-based, Image Processing-based)

  • Anchor-based

 By Offering

  • MAR Software (AR application platforms, AR SDKs )

  • MAR Services (AR Design & Development, Deployment & Support Services)

By Device Type

  • Smartphones

  • Tablets

  • Personal Digital Assistants (PDAs)/Handheld Gaming Consoles

  • Other Devices (Smartglasses, Wearables)

By Application

  • Consumer (Gaming, Sports & Entertainment)

  • Aerospace & Defense

  • Healthcare

  • Commercial (Tourism & Sight-seeing, E-learning, E-commerce & Marketing)

  • Enterprise (Manufacturing)

  • Others (Architecture & Building Design, Geospatial Mining)

 REGIONAL ANALYSIS

  • In recent years, the expansion of the MAR Market in the region has been aided by the multiplicity of manufacturers and sellers of products based on AR technology that is present in Japan and China. Numerous expenditures in cutting-edge technical advancements are anticipated in Japan, India, and China due to the expanding consumer and business applications.

  • Due to the region's easy access to AR technology, its use has increased in both business and consumer applications. The region's Market is expanding at an accelerated rate thanks to the use of AR technologies through smartphones and tablets. In the upcoming years, the MAR Market would experience the highest growth rate in the APAC region.

Mobile-Augmented-Reality-Market-Regional-Analysis-2023

Need any customization research on Mobile Augmented Reality Market - Enquiry Now

 REGIONAL COVERAGE:

North America

  • US

  • Canada

  • Mexico

Europe

  • Eastern Europe

    • Poland

    • Romania

    • Hungary

    • Turkey

    • Rest of Eastern Europe

  • Western Europe

    • Germany

    • France

    • UK

    • Italy

    • Spain

    • Netherlands

    • Switzerland

    • Austria

    • Rest of Western Europe

Asia Pacific

  • China

  • India

  • Japan

  • South Korea

  • Vietnam

  • Singapore

  • Australia

  • Rest of Asia Pacific

Middle East & Africa

  • Middle East

    • UAE

    • Egypt

    • Saudi Arabia

    • Qatar

    • Rest of the Middle East

  • Africa

    • Nigeria

    • South Africa

    • Rest of Africa

Latin America

  • Brazil

  • Argentina

  • Colombia

  • Rest of Latin America

 KEY PLAYERS

The Major Players are boogie (Us), FITC (Us), Apple (Us), Wikitude (Austria), Samsung Electronics (South Korea), Blippar (UK),MAXST (South Korea), Magic Leap US), Upskill (US),Atheer (US), Marxent Labs (US), Inglobe Technologies(Italy), Augment (France), Niantic (US), NEXT/NOW(US), 8ninths (US), Groove Jones (US), VironIT (US),Scope AR (US), EON Reality (US), INDE (UK), Zappar(UK), HQSoftware (Estonia), Talespin (US), Scanta(US), Craftars (Romania), Appentus Technologies(India), and BidOn Games Studio (Ukraine). and other players are listed in final report.

 RECENT DEVELOPMENT

  • The Market is anticipated to increase by 110 BPS in H1-2022 (0) compared to H1, 2021 (A). The market's growth can be ascribed to the retail industry's rising need for mobile augmented reality to enhance customers' shopping experiences. A lot of new mobile augmented reality technologies are also becoming possible thanks to new hardware alternatives.

  • Japan's Market for smartphone augmented reality is projected to recover to a worth of about USD 3. DINION Dy cU55.

  • Due to its robust technological foundation and propensity for innovation, the nation is positioned to be a major player in the AR industry globally. The Market is expanding in Japan as a result of the growing demand for augmented reality experiences in industries including entertainment, travel, and education. Businesses and developers are still investigating the potential of mobile augmented reality.

Mobile Augmented Reality Market Report Scope:
Report Attributes Details
Market Size in 2023  US$ 17.08 Bn
Market Size by 2032  US$ 207.8 Bn
CAGR   CAGR of 32 % From 2024 to 2032
Base Year  2023
Forecast Period  2024-2032
Historical Data  2020-2022
Report Scope & Coverage Market Size, Segments Analysis, Competitive  Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments • By Type(Marker-based, Markerless, Anchor-based)
• By Offering (MAR Software (AR application platforms, AR SDKs), MAR Services (AR Design & Development, Deployment & Support Services))
• By Device Type (Smartphones, Tablets, Personal Digital Assistants (PDAs)/Handheld Gaming Consoles, Other Devices (Smartglasses, Wearables))
• By Application (Consumer (Gaming, Sports & Entertainment), Aerospace & Defense, Healthcare, Commercial (Tourism & Sight-seeing, E-learning, E-commerce & Marketing), Enterprise (Manufacturing), Others (Architecture & Building Design, Geospatial Mining))
Regional Analysis/Coverage North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]). Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia Rest of Latin America)
Company Profiles boogie (Us), FITC (Us), Apple (Us), Wikitude (Austria),Samsung Electronics (South Korea), Blippar (UK),MAXST (South Korea), Magic Leap US), Upskill (US),Atheer (US), Marxent Labs (US), Inglobe Technologies(Italy), Augment (France), Niantic (US), NEXT/NOW(US), 8ninths (US), Groove Jones (US), VironIT (US),Scope AR (US), EON Reality (US), INDE (UK), Zappar(UK), HQSoftware (Estonia), Talespin (US), Scanta(US), Craftars (Romania), Appentus Technologies(India), and BidOn Games Studio
Key Drivers • Advancements in mobile device capabilities
• Increasing demand from the retail industry for mobile augmented reality to improve consumers' shopping experiences
Market Restraints • A poor user interface hinders the effectiveness of AR apps' navigation.

 

Frequently Asked Questions

Ans: The Market for Mobile Augmented Reality Market is anticipated to expand by 32 % from 2024 to 2031.

Ans:  USD 158 billion is expected to grow by 2031.

Ans: The Mobile Augmented Reality Market size was valued at 17.08 billion in 2023.

Ans: Advancements in mobile device capabilities and Increasing demand from the retail industry for mobile augmented reality to improve consumers' shopping experiences.

Ans: Ensuring seamless integration across different mobile platforms, Limited consumer awareness and understanding of AR technology, and Social challenges related to privacy concerns that affect adoption outcomes

Table of Contents

1. Introduction
1.1 Market Definition
1.2 Scope
1.3 Research Assumptions

2. Research Methodology

3. Market Dynamics
3.1 Drivers
3.2 Restraints
3.3 Opportunities
3.4 Challenges

4. Impact Analysis
4.1 Impact of the Russia-Ukraine War
4.2 Impact of Ongoing Recession
4.2.1 Introduction
4.2.2 Impact on major economies
4.2.2.1 US
4.2.2.2 Canada
4.2.2.3 Germany
4.2.2.4 France
4.2.2.5 United Kingdom
4.2.2.6 China
4.2.2.7 Japan
4.2.2.8 South Korea
4.2.2.9 Rest of the World
4.3 Supply Demand Gap Analysis

5. Value Chain Analysis

6. Porter’s 5 forces model

7. PEST Analysis

8. Mobile Augmented Reality Market Segmentation, By Type
8.1 Marker-based (Passive Marker, Active Marker)
8.2 Markerless (Model-based, Image Processing-based)
8.3 Anchor-based

9. Mobile Augmented Reality Market Segmentation, By Offering
9.1 MAR Software (AR application platforms, AR SDKs )
9.2 MAR Services (AR Design & Development, Deployment & Support Services)

10. Mobile Augmented Reality Market Segmentation, By Device Type
10.1 Smartphones
10.2 Tablets
10.3 Personal Digital Assistants (PDAs)/Handheld Gaming Consoles
10.4 Other Devices (Smartglasses, Wearables)

11. Mobile Augmented Reality Market Segmentation, By Application
11.1 Consumer (Gaming, Sports & Entertainment)
11.2 Aerospace & Defense
11.3 Healthcare
11.4 Commercial (Tourism & Sight-seeing, E-learning, E-commerce & Marketing)
11.5 Enterprise (Manufacturing)
11.6 Others (Architecture & Building Design, Geospatial Mining)

12. Regional Analysis
12.1 Introduction
12.2 North America
12.2.1 North America Mobile Augmented Reality Market by Country
12.2.2North America Mobile Augmented Reality Market by Type
12.2.3 North America Mobile Augmented Reality Market by Offering
12.2.4 North America Mobile Augmented Reality Market By Device Type
12.2.5 North America Mobile Augmented Reality Market by Application
12.2.6 USA
12.2.6.1 USA Mobile Augmented Reality Market by Type
12.2.6.2 USA Mobile Augmented Reality Market by Offering
12.2.6.3 USA Mobile Augmented Reality Market  By Device Type
12.2.6.4 USA Mobile Augmented Reality Market by Application
12.2.7 Canada
12.2.7.1 Canada Mobile Augmented Reality Market by Type
12.2.7.2 Canada Mobile Augmented Reality Market by Offering
12.2.7.3 Canada Mobile Augmented Reality Market  By Device Type
12.2.7.4 Canada Mobile Augmented Reality Market by Application
12.2.8 Mexico
12.2.8.1 Mexico Mobile Augmented Reality Market by Type
12.2.8.2 Mexico Mobile Augmented Reality Market by Offering
12.2.8.3 Mexico Mobile Augmented Reality Market  By Device Type
12.2.8.4 Mexico Mobile Augmented Reality Market by Application
12.3 Europe
12.3.1 Europe Mobile Augmented Reality Market by country
12.3.2 Europe Mobile Augmented Reality Market by Type
12.3.3 Europe Mobile Augmented Reality Market by Offering
12.3.4 Europe Mobile Augmented Reality Market  By Device Type
12.3.5 Europe Mobile Augmented Reality Market by Application
12.3.6 Germany
12.3.6.1 Germany Mobile Augmented Reality Market by Type
12.3.6.2 Germany Mobile Augmented Reality Market by Offering
12.3.6.3 Germany Mobile Augmented Reality Market  By Device Type
12.3.6.4 Germany Mobile Augmented Reality Market by Application
12.3.7 UK
12.3.7.1 UK Mobile Augmented Reality Market by Type
12.3.7.2 UK Mobile Augmented Reality Market by Offering
12.3.7.3 UK Mobile Augmented Reality Market  By Device Type
12.3.7.4 UK Mobile Augmented Reality Market by Application
12.3.8 France
12.3.8.1 France Mobile Augmented Reality Market by Type
12.3.8.2 France Mobile Augmented Reality Market by Offering
12.3.8.3 France Mobile Augmented Reality Market  By Device Type
12.3.8.4 France Mobile Augmented Reality Market by Application
12.3.9 Italy
12.3.9.1 Italy Mobile Augmented Reality Market by Type
12.3.9.2 Italy Mobile Augmented Reality Market by Offering
12.3.9.3 Italy Mobile Augmented Reality Market  By Device Type
12.3.9.4 Italy Mobile Augmented Reality Market by Application
12.3.10 Spain
12.3.10.1 Spain Mobile Augmented Reality Market by Type
12.3.10.2 Spain Mobile Augmented Reality Market by Offering
12.3.10.3 Spain Mobile Augmented Reality Market  By Device Type
12.3.10.4 Spain Mobile Augmented Reality Market by Application
12.3.11 The Netherlands
12.3.11.1 Netherlands Mobile Augmented Reality Market by Type
12.3.11.2 Netherlands Mobile Augmented Reality Market by Offering
12.3.11.3 Netherlands Mobile Augmented Reality Market  By Device Type
12.3.11.4 Netherlands Mobile Augmented Reality Market by Application
12.3.12 Rest of Europe
12.3.12.1 Rest of Europe Mobile Augmented Reality Market by Type
12.3.12.2 Rest of Europe Mobile Augmented Reality Market by Offering
12.3.12.3 Rest of Europe Mobile Augmented Reality Market  By Device Type
12.3.12.4 Rest of Europe Mobile Augmented Reality Market by Application
12.4 Asia-Pacific
12.4.1 Asia Pacific Mobile Augmented Reality Market by country
12.4.2 Asia Pacific Mobile Augmented Reality Market by Type
12.4.3 Asia Pacific Mobile Augmented Reality Market by Offering
12.4.4Asia Pacific Mobile Augmented Reality Market  By Device Type
12.4.5Asia Pacific Mobile Augmented Reality Market by Application
12.4.6 Japan
12.4.6.1 Japan Mobile Augmented Reality Market by Type
12.4.6.2 Japan Mobile Augmented Reality Market by Offering
12.4.6.3 Japan Mobile Augmented Reality Market  By Device Type
12.4.6.4 Japan Mobile Augmented Reality Market by Application
12.4.7 South Korea
12.4.7.1 South Korea Mobile Augmented Reality Market by Type
12.4.7.2 South Korea Mobile Augmented Reality Market by Offering
12.4.7.3 South Korea Mobile Augmented Reality Market  By Device Type
12.4.7.4 South Korea Mobile Augmented Reality Market by Application
12.4.8 China
12.4.8.1 China Mobile Augmented Reality Market by Type
12.4.8.2 China Mobile Augmented Reality Market by Offering
12.4.8.3 China Mobile Augmented Reality Market  By Device Type
12.4.8.4 China Mobile Augmented Reality Market by Application
12.4.9 India
12.4.9.1 India Mobile Augmented Reality Market by Type
12.4.9.2 India Mobile Augmented Reality Market by Offering
12.4.9.3 India Mobile Augmented Reality Market  By Device Type
12.4.9.4 India Mobile Augmented Reality Market by Application
12.4.11 Australia
12.4.10.1 Australia Mobile Augmented Reality Market by Type
12.4.10.2 Australia Mobile Augmented Reality Market by Offering
12.4.10.3 Australia Mobile Augmented Reality Market  By Device Type
12.4.10.4 Australia Mobile Augmented Reality Market by Application
12.4.11 Rest of Asia-Pacific
12.4.11.1 APAC Mobile Augmented Reality Market by Type
12.4.11.2 APAC Mobile Augmented Reality Market by Offering
12.4.11.3 APAC Mobile Augmented Reality Market  By Device Type
12.4.11.4 APAC Mobile Augmented Reality Market by Application
12.5 The Middle East & Africa
12.5.1 The Middle East & Africa Mobile Augmented Reality Market by country
12.5.2 The Middle East & Africa Mobile Augmented Reality Market by Type
12.5.3 The Middle East & Africa Mobile Augmented Reality Market by Offering
12.5.4The Middle East & Africa Mobile Augmented Reality Market  By Device Type
12.5.5 The Middle East & Africa Mobile Augmented Reality Market by Application
12.5.6 Israel
12.5.6.1 Israel Mobile Augmented Reality Market by Type
12.5.6.2 Israel Mobile Augmented Reality Market by Offering
12.5.6.3 Israel Mobile Augmented Reality Market  By Device Type
12.5.6.4 Israel Mobile Augmented Reality Market by Application
12.5.7 UAE
12.5.7.1 UAE Mobile Augmented Reality Market by Type
12.5.7.2 UAE Mobile Augmented Reality Market by Offering
12.5.7.3 UAE Mobile Augmented Reality Market  By Device Type
12.5.7.4 UAE Mobile Augmented Reality Market by Application
12.5.8South Africa
12.5.8.1 South Africa Mobile Augmented Reality Market by Type
12.5.8.2 South Africa Mobile Augmented Reality Market by Offering
12.5.8.3 South Africa Mobile Augmented Reality Market  By Device Type
12.5.8.4 South Africa Mobile Augmented Reality Market by Application
12.5.9 Rest of Middle East & Africa
12.5.9.1 Rest of Middle East & Asia Mobile Augmented Reality Market by Type
12.5.9.2 Rest of Middle East & Asia Mobile Augmented Reality Market by Offering
12.5.9.3 Rest of Middle East & Asia Mobile Augmented Reality Market  By Device Type
12.5.9.4 Rest of Middle East & Asia Mobile Augmented Reality Market by Application
12.6 Latin America
12.6.1 Latin America Mobile Augmented Reality Market by Country
12.6.2 Latin America Mobile Augmented Reality Market by Type
12.6.3 Latin America Mobile Augmented Reality Market by Offering
12.6.4 Latin America Mobile Augmented Reality Market  By Device Type
12.6.5 Latin America Mobile Augmented Reality Market by Application
12.6.6 Brazil
12.6.6.1 Brazil Mobile Augmented Reality Market by Type
12.6.6.2 Brazil Africa Mobile Augmented Reality Market by Offering
12.6.6.3 Brazil Mobile Augmented Reality Market  By Device Type
12.6.6.4 Brazil Mobile Augmented Reality Market by Application
12.6.7 Argentina
12.6.7.1 Argentina Mobile Augmented Reality Market by Type
12.6.7.2 Argentina Mobile Augmented Reality Market by Offering
12.6.7.3 Argentina Mobile Augmented Reality Market  By Device Type
12.6.7.4 Argentina Mobile Augmented Reality Market by Application
12.6.8 Rest of Latin America
12.6.8.1 Rest of Latin America Mobile Augmented Reality Market by Type
12.6.8.2 Rest of Latin America Mobile Augmented Reality Market by Offering
12.6.8.3 Rest of Latin America Mobile Augmented Reality Market  By Device Type
12.6.8.4 Rest of Latin America Mobile Augmented Reality Market by Application

13. Company Profile
13.1 boogie (Us)
13.1.1 Market Overview
13.1.2 Financials
13.1.3 Product/Services/Offerings
13.1.4 SWOT Analysis
13.1.5 The SNS View
13.2 FITC (Us),
13.2.1 Market Overview
13.2.2 Financials
13.2.3 Product/Services/Offerings
13.2.4 SWOT Analysis
13.2.5 The SNS View
13.3 Apple (Us)
13.3.1 Market Overview
13.3.2 Financials
13.3.3 Product/Services/Offerings
13.3.4 SWOT Analysis
13.3.5 The SNS View
13.4 Wikitude (Austria),
13.4.1 Market Overview
13.4.2 Financials
13.4.3 Product/Services/Offerings
13.4.4 SWOT Analysis
13.4.5 The SNS View
13.5 Samsung Electronics (South Korea)
13.5.1 Market Overview
13.5.2 Financials
13.5.3 Product/Services/Offerings
13.5.4 SWOT Analysis
13.5.5 The SNS View
13.6 Blippar (UK),
13.6.1 Market Overview
13.6.2 Financials
13.6.3 Product/Services/Offerings
13.6.4 SWOT Analysis
13.6.5 The SNS View
13.7 MAXST (South Korea),
13.7.1 Market Overview
13.7.2 Financials
13.7.3 Product/Services/Offerings
13.7.4 SWOT Analysis
13.7.5 The SNS View
13.8 Magic Leap US),
13.8.1 Market Overview
13.8.2 Financials
13.8.3 Product/Services/Offerings
13.8.4 SWOT Analysis
13.8.5 The SNS View
13.9 Augment (France),
13.9.1 Market Overview
13.9.2 Financials
13.9.3 Product/Services/Offerings
13.9.4 SWOT Analysis
13.9.5 The SNS View
13.10 Niantic (US),
13.10.1 Market Overview
13.10.2 Financials
13.10.3 Product/Services/Offerings
13.10.4 SWOT Analysis
13.10.5 The SNS View

14. Competitive Landscape
14.1 Competitive Benchmarking
14.2 Market Share Analysis
14.3 Recent Developments

15. USE Cases and Best Practices

16. Conclusion

An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.

Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.

 

The 5 steps process:

Step 1: Secondary Research:

Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.

Secondary Research

Step 2: Primary Research

When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data.  This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.

We at SNS Insider have divided Primary Research into 2 parts.

Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.

This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.

Primary Research

Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.

Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.

Step 3: Data Bank Validation

Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.

Data Bank Validation

Step 4: QA/QC Process

After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.

Step 5: Final QC/QA Process:

This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.


  •            5000 (33% Discount)


  •            8950 (40% Discount)


  •            3050 (23% Discount)

Start a Conversation

Hi! Click one of our member below to chat on Phone