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#Webgame Market Size
researchrealmblog · 2 months
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Why Are Webgames Being Increasingly Played on Social Networking Sites?
The rising popularity of social media, growing usage of tablets and smartphones, and increasing penetration of the internet are expected to increase the webgame market revenue from $3.5 billion in 2019 to $6.5 billion by 2030. The market is expected to advance at a CAGR of 5.7% during 2020–2030 (forecast period). Currently, smartphones and tablets come with better processors, higher speeds, larger screens, and high-definition (HD) displays, which allow users to play as per their convenience, without being bound to a laptop or computer. Moreover, the high configuration of these devices supports several games.
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Furthermore, the increasing usage of social media has led to growth in the number of gamers. Social networking platforms, such as Instagram, Twitter, and Facebook, have introduced new forms of social interaction. To reach the maximum number of people, various browser game developers are offering games on these platforms. For example, Zynga Inc. offers browser games, such as 101 Okey Plus, Spades Plus, Farmville, and Hit It Rich, on Facebook, to increase its reach.
The gameplay segment of the webgame market is categorized into scenario-based, real-time, and turn-based. Amongst these, the real-time category accounted for the largest share during the historical period (2014–2019), and it is projected to demonstrate the fastest growth during the forecast period. This can be ascribed to the real-time interaction feature offered by this gameplay. Real-time games, such as Ikariam, FusionFall, Kantai Collection, and Habbo Hotel, have become more popular than turn-based and scenario-based ones due to their thrill of on-the-spot strategy making and fast pace.
Currently, people within the age group of 24–35 are increasingly spending on online games owing to their rising interest in this form of entertainment. Besides, the growing application of the internet and smartphones has led to an increase in women gamers within the age bracket of 25–34. The majority of gamers, irrespective of their age, prefer individual-player games over multiplayer versions, as the former offers more freedom. In individual-player games, users play against the computer, which usually has some artificial intelligence (AI) elements.
According to P&S Intelligence, the Asia-Pacific (APAC) webgame market generated the highest revenue in 2019, and it is expected to demonstrate the fastest growth during the forecast period. This would be due to the growing usage of tablets, personal computers, and laptops, increasing penetration of the internet, and presence of a large number of gamers in the region. Besides, the changing lifestyle of the people, rising income, and increasing expenditure on leisure activities are propelling the market growth.
To cater to the increasing demand for new and improved games, several companies, such as InnoGames GmbH, Travian Games GmbH, Altigi GmbH (Goodgame Studios), and Ubisoft Entertainment, have emerged. For instance, Gameforge 4D GmbH, in November 2019, announced the launch of Kingdom Under Fire 2 in Europe and North America. This massively multiplayer online roleplaying game (MMORPG) is a combination of real-time strategy games and MMRPGs, wherein gamers can dictate the fate of the world, individually or with allies.
Thus, multiple offerings by software companies and increasing penetration of technologically advanced devices are enhancing the online gaming field.
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techfuturemrfr · 3 years
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Racing Games Industry Analysis, Size, share, Key Players, Business Strategy, Sales Revenue, Emerging Opportunities, Developments and Comprehensive Research Study 2027
The global racing games market is witnessing rapidly increasing revenue. The market growth attributes to the rising popularity of digital sports & competitive games and the number of gamers. Besides, extensive adoption of racing games in the education and media & advertisement sectors drive the growth of the market.
Rapid technological advances in recent years escalate the market growth further, encouraging most educational institutions to focus on virtual and e-learning methodologies. According to Market Research Future (MRFR), the global racing games market is expected to reach an exponential value by 2027, growing at a phenomenal CAGR during the assessment period (2020-2027).
Rising uptake of interactive games in various schools that have adopted interactive and engaging teaching methods boosts the market growth, facilitating an effective learning experience. Additionally, extensive usages of racing games in organizations for recreating purposes define the growing landscape of the market.
In healthcare sectors, interactive racing games are extensively used to help patients stimulate physical activity and encourage social interaction. Technological advances in racing games boost the growth of the market, bringing about innovative gaming ideas with real-time access.
Get a Free Sample @ https://www.marketresearchfuture.com/sample_request/9560
Global Racing Games Market – Segments
The report is segmented into types, applications, and regions. The type segment is sub-segmented into client type and webgame type. The application segment is sub-segmented into mobile, PC, console (Xbox, PlayStation, others), racing simulators, and others. The region segment is sub-segmented into Asia Pacific, Americas, Europe, and rest-of-the-world.
Global Racing Games Market – Regional Analysis
The Asia Pacific region dominates the global racing games market. The largest market share attributes to the burgeoning media & entertainment industry. Besides, the penetration of advanced games drives the market demand, witnessing increased demand. Also, the rise in affordable gaming hardware has increased PC and console gamers in the region.
Growing markets such as Japan, China, Korea, and India substantiate market growth, augmenting the demand for various games. The APAC racing games market is estimated to retain its dominance throughout the forecast period.
Racing Games Market – Competitive Analysis
Highly competitive, the racing games market appears fragmented due to the presence of several well-established players. To gain a larger competitive share, industry players incorporate strategic initiatives such as mergers & acquisitions, collaborations, expansion, and product/ technology launch.
Browse Complete Report @ https://www.marketresearchfuture.com/reports/racing-games-market-9560
About Market Research Future:
At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research & Consulting Services.
MRFR team have supreme objective to provide the optimum quality market research and intelligence services to our clients. Our market research studies by products, services, technologies, applications, end users, and market players for global, regional, and country level market segments, enable our clients to see more, know more, and do more, which help to answer all their most important questions.
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wmrsneha · 3 years
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wiseguyreports33 · 3 years
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Global Strategy Games Market Research Report 2026
Summary - A new market study, titled “Global Strategy Games Market 2019 by Company, Regions, Type and Application, Forecast to 2024” has been featured on WiseGuyReports.
 The global Strategy Games market is valued at xx million USD in 2018 and is expected to reach xx million USD by the end of 2024, growing at a CAGR of xx% between 2019 and 2024.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Strategy Games.
Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.
This report studies the Strategy Games market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Strategy Games market by product type and applications/end industries.
Also Read: https://www.openpr.com/news/2111783/strategy-games-global-market-2020-major-kay-players
Market Segment by Companies, this report covers
Ensemble Studios
NGD Studios
Chucklefish
Paradox Interactive
Blizzard
Game-Labs
Big Huge Games
Games Workshop Group
Subset Games
Wargaming Seattle
Relic
Creative Assembly
TaleWorlds
Firaxis Games
 Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
 Market Segment by Type, covers
Client Type
Webgame Type
 Market Segment by Applications, can be divided into
PC
Mobile
Tablet
Others
FOR MORE DETAILS: https://www.wiseguyreports.com/reports/4506023-global-strategy-games-market-2019-by-company-regions
 About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.                
 Contact Us:
NORAH TRENT                                                      
[email protected]       
Ph: +162-825-80070 (US)                          
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freesuitwhispers · 3 years
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Global  Role-playing Games Market CAGR, Volume and Value 2020-2026
Summary – A new market study, “Global Role-playing Games Market 2019 by Manufacturers, Regions, Type and Application, Forecast to 2024”has been featured on WiseGuyReports.
Scope of the Report:
The worldwide market for Role-playing Games is expected to grow at a CAGR of roughly xx% over the next five years, will reach xx million US$ in 2024, from xx million US$ in 2019, according to a new GIR (Global Info Research) study.
This report focuses on the Role-playing Games in global market, especially in North America, Europe and Asia-Pacific, South America, Middle East and Africa. This report categorizes the market based on manufacturers, regions, type and application.
Also Read: https://icrowdnewswire.com/2020/11/13/role-playing-games-market-global-industry-analysis-by-size-share-growth-trends-and-forecast-2020-2026/
Market Segment by Manufacturers, this report covers
4J Studios
Ubisoft Quebec
Guerrilla Games
Bethesda Game Studios
CD Projekt
Iron Galaxy
Aspyr
FromSoftware
Nintendo Entertainment Planning & Development
Gearbox Software
BioWare
Red Storm
Massive
Ubisoft Reflections
 Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia etc.)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
 Market Segment by Type, covers
Client Type
Webgame Type
 Market Segment by Applications, can be divided into
PC
Mobile
Tablet
Others
 The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe Role-playing Games product scope, market overview, market opportunities, market driving force and market risks.
Chapter 2, to profile the top manufacturers of Role-playing Games, with price, sales, revenue and global market share of Role-playing Games in 2017 and 2018.
Chapter 3, the Role-playing Games competitive situation, sales, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Role-playing Games breakdown data are shown at the regional level, to show the sales, revenue and growth by regions, from 2014 to 2019.
Chapter 5, 6, 7, 8 and 9, to break the sales data at the country level, with sales, revenue and market share for key countries in the world, from 2014 to 2019.
Chapter 10 and 11, to segment the sales by type and application, with sales market share and growth rate by type, application, from 2014 to 2019.
Chapter 12, Role-playing Games market forecast, by regions, type and application, with sales and revenue, from 2019 to 2024.
Chapter 13, 14 and 15, to describe Role-playing Games sales channel, distributors, customers, research findings and conclusion, appendix and data source.
FOR MORE DETAILS : https://www.wiseguyreports.com/reports/4506019-global-role-playing-games-market-2019-by-manufacturers
About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.                
 Contact Us:
NORAH TRENT                                                      
[email protected]       
Ph: +162-825-80070 (US)                          
Ph: +44 2035002763 (UK)  
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nickyshukla1 · 3 years
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Global Battle Royale Games Market Overview, Size, Share and Trends 2020-2026
Summary - A new market study, titled “COVID-19 Impact on Global Battle Royale Games Market Size, Status and Forecast 2020-2026” has been featured on WiseGuyReports
 This report focuses on the global Battle Royale Games status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Battle Royale Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
 ALSO READ: https://www.benzinga.com/pressreleases/20/07/ab16643557/battle-royale-games-market-2020-global-trend-segmentation-and-opportunities-forecast-to-2026
  The key players covered in this study Respawn Epic Games PUBG Dice Treyarch Tencent Bethesda Game Studios Daybreak Davevillz Automaton Proletariat Mediatonic Triternion
Market segment by Type, the product can be split into Client Type Webgame Type Market segment by Application, split into PC Mobile Tablet Others
Market segment by Regions/Countries, this report covers North America Europe China Japan Southeast Asia India Central & South America
The study objectives of this report are: To analyze global Battle Royale Games status, future forecast, growth opportunity, key market and key players. To present the Battle Royale Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America. To strategically profile the key players and comprehensively analyze their development plan and strategies. To define, describe and forecast the market by type, market and key regions.
In this study, the years considered to estimate the market size of Battle Royale Games are as follows: History Year: 2015-2019 Base Year: 2019 Estimated Year: 2020 Forecast Year 2020 to 2026 For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
 FOR MORE DETAILS: https://www.wiseguyreports.com/reports/5462783-covid-19-impact-on-global-battle-royale-games
 About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.            
 Contact Us:                
NORAH TRENT                                                      
[email protected]       
Ph: +162-826-80070 (US)                          
Ph: +44 203 500 2763 (UK)      
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jacobwill176 · 4 years
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COVID-19 Impact on Global Battle Royale Games MarketSize, Share, Development and Forecast Overview forecast year 2020
A new market study, titled “ COVID-19 Impact on Global Battle Royale Games Market Size, Status and Forecast 2020-2026”been feat…
October 23, 2020                                
This report focuses on the global Battle Royale Games status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Battle Royale Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
The key players covered in this study
Respawn
Epic Games
PUBG
Dice
Treyarch
Tencent
Bethesda Game Studios
Daybreak
Davevillz
Automaton
Proletariat
Mediatonic
Triternion
Market segment by Type, the product can be split into
Client Type
Webgame Type
Market segment by Application, split into
PC
Mobile
Tablet
Others
ALSO READ https://www.benzinga.com/pressreleases/20/07/ab16643557/battle-royale-games-market-2020-global-trend-segmentation-and-opportunities-forecast-to-2026
Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Battle Royale Games status, future forecast, growth opportunity, key market and key players.
To present the Battle Royale Games development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.
In this study, the years considered to estimate the market size of Battle Royale Games are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and application, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.
FOR MORE DETAILS https://www.wiseguyreports.com/reports/5462783-covid-19-impact-on-global-battle-royale-games
Contact Us:        
NORAH TRENT                                                          
Ph: +162-825-80070 (US)                        
Ph: +44 203 500 2763 (UK)    
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researchrealmblog · 2 months
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Increasing Use of Social Media To Augment Webgame Demand Globally
Smartphones and tablets of contemporary times feature higher speeds, larger screens, better processors, and high definition (HD) displays, owing to which, they have become feasible for gaming from any location and at any time. These devices also feature high configurations, which support all types of games. Additionally, the rapid advancements in the mobile communication sector are enabling gamers to play online games without any graphic or speed issues. Besides, the rising penetration of 4G and 5G is also assisting players in playing online games on smartphones, with few connectivity issues.
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In addition, the surging use of social media, owing to the increasing internet and smartphone penetration, also help the webgame market progress at a CAGR of 5.7% during 2020–2030. According to P&S Intelligence, the market was valued at $3.5 billion in 2019 and it is expected to generate $6.5 billion revenue by 2030. Webgame developers are using social media platforms, such as Instagram, Twitter, and Facebook, to market their products and lure more customers. For instance, Zynga Inc. offers Spades Plus, Farmville, Crazy Kitchen, Hit It Rich, and 101 Okey Plus on Facebook.
Currently, players are opting for sports games, arcade, MMORPG, first-person shooter, and real-time strategy games, which are available in free-to-play and pay-to-play models. In the coming years, the free-to-play model will be preferred over the pay-to-play model as developers do not charge customers for such games and instead, monetize their products through advertisements. For example, Tencent Holdings Ltd., one of the leading webgame developers, is pushing its microtransaction-based games online to increase its revenue.
At present, people within the age group of 25–34 years are the prominent users of real-time, scenario-based, and turn-based webagames due to a substantial surge in their income. Additionally, the surging number of women players within this age bracket, owing to the growing usage of smartphones and the internet, is expected to expand the user base of browser-based games. Additionally, webgames have also become popular among people belonging to 13–17 years, 18–24 years, 35–54 years, and above 55 years age groups.
In recent years, webgame developing companies have focused on launching new games to attract more gamers. For instance, in June 2018, Altigi GmbH (Goodgame Studios) launched EMPIRE: Millennium Wars on the web, which is a strategic game where players have to create their own base, train their units, and command them in action. Likewise, in November 2018, Bytro Labs GmbH introduced a new version of Supremacy 1914, a game based on the First World War. It is a free-to-play real-time strategy browser game that allows users to deploy numerous strategies to compete with others.
Geographically, the Asia-Pacific (APAC) region dominated the webgame market in the recent past, and it is expected to adopt webgames at the highest rate in the foreseeable future. This can be ascribed to the surging penetration of smartphones, tablets, personal computers (PCs), and the internet and the mounting consumer expenditure. For instance, the World Bank estimates that 71% of the Chinese population and 41% of the Indian population were internet users in 2020 and 2019, respectively. Moreover, the presence of a vast gaming population also fuels the adoption of webgames in the region.
Thus, the escalating use of smartphones and rising penetration of social media are expected to propel the adoption of webgames across the world.  
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techfuturemrfr · 3 years
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Racing Games Industry Share, Global Recent Trends, Competitive Landscape, Size, Segments, Emerging Technologies and Market Growth by Forecast to 2027
The global racing games market is witnessing rapidly increasing revenue. The market growth attributes to the rising popularity of digital sports & competitive games and the number of gamers. Besides, extensive adoption of racing games in the education and media & advertisement sectors drive the growth of the market.
Rapid technological advances in recent years escalate the market growth further, encouraging most educational institutions to focus on virtual and e-learning methodologies. According to Market Research Future (MRFR), the global racing games market is expected to reach an exponential value by 2027, growing at a phenomenal CAGR during the assessment period (2020-2027).
Rising uptake of interactive games in various schools that have adopted interactive and engaging teaching methods boosts the market growth, facilitating an effective learning experience. Additionally, extensive usages of racing games in organizations for recreating purposes define the growing landscape of the market.
Get a Free Sample @ https://www.marketresearchfuture.com/sample_request/9560
Global Racing Games Market – Segments
The report is segmented into types, applications, and regions. The type segment is sub-segmented into client type and webgame type. The application segment is sub-segmented into mobile, PC, console (Xbox, PlayStation, others), racing simulators, and others. The region segment is sub-segmented into Asia Pacific, Americas, Europe, and rest-of-the-world.
Global Racing Games Market – Regional Analysis
The Asia Pacific region dominates the global racing games market. The largest market share attributes to the burgeoning media & entertainment industry. Besides, the penetration of advanced games drives the market demand, witnessing increased demand. Also, the rise in affordable gaming hardware has increased PC and console gamers in the region.
Growing markets such as Japan, China, Korea, and India substantiate market growth, augmenting the demand for various games. The APAC racing games market is estimated to retain its dominance throughout the forecast period.
North America stands second in the global racing games market.  The market growth is driven by technological advances and the market proliferation of smart and connected devices. Additionally, the presence of notable industry players and well-established infrastructures fosters market growth, allowing a favorable environment for developing technologies. The North American racing games market is estimated to create a substantial revenue pocket throughout the review period.
Racing Games Market – Competitive Analysis
Highly competitive, the racing games market appears fragmented due to the presence of several well-established players. To gain a larger competitive share, industry players incorporate strategic initiatives such as mergers & acquisitions, collaborations, expansion, and product/ technology launch.
Browse Complete Report @ https://www.marketresearchfuture.com/reports/racing-games-market-9560
About Market Research Future:
At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research & Consulting Services.
MRFR team have supreme objective to provide the optimum quality market research and intelligence services to our clients. Our market research studies by Components, Application, Logistics and market players for global, regional, and country level market segments, enable our clients to see more, know more, and do more, which help to answer all their most important questions.
In order to stay updated with technology and work process of the industry, MRFR often plans & conducts meet with the industry experts and industrial visits for its research analyst members.
Contact:
Market Research Future 528, Amanora Chambers, Magarpatta Road, Hadapsar Pune – 411028, Maharashtra, India Email: [email protected]
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daisyri-me · 4 years
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Webgame Market Assessment and Industry Size Analysis Report 2026 With Key Players : 7 Road, Hattrick & Jagex
In this report, our team offers a comprehensive analysis of Webgame market, SWOT analysis of the most prominent players in this landscape. Along with an industrial chain, market statistics in terms of revenue, sales, price, capacity, regional market analysis, segment-wise data, and market forecast information are offered in the full study, etc.
Get Exclusive Free Sample Copy Of This Report @ https://www.radiantinsights.com/research/global-webgame-market-2020-2026/request-sample
This report focuses on top manufacturers in global market, Involved the assessment of Sales, price, revenue and market share for each manufacturer, covering
·         7 Road
·         China InterActive Corp
·         Hattrick
·         Guanghuanzhong
·         Youzu
·         Travian
·         KADOKAWA GAMES
·         Feiyin
·         Youxigu
·         Jagex
On the basis of product, this report displays the Sales, revenue, price, market share and growth rate of each type, primarily split into
·         Strategy Class
·         Pet Culture Class
·         Web Page MMORPG Class
·         Leisure Sports Class
·         Simulation Business Class
·         Others
By Application, this report focuses on Sales, Market share and Growth Rate of each application, can be divided into
·         <15 years old
·         15-25 years old
·         25-35 years old
·         35-45 years old
·         45 years old
By Regions, this report splits global market into several key regions, with Sales, Revenue, Price and Gross Margin market share of top players in these regions, from 2014 to 2026 (forecast), like
·         China
·         USA
·         Europe
·         Japan
·         Korea
·         India
·         Southeast Asia
·         South America
Complete Report Available @ https://www.radiantinsights.com/research/global-webgame-market-2020-2026
About Radiant Insights
Radiant Insights is a platform for companies looking to meet their market research and business intelligence requirements. We assist and facilitate organizations and individuals procure market research reports, helping them in the decision making process. We have a comprehensive collection of reports, covering over 40 key industries and a host of micro markets. In addition to over extensive database of reports, our experienced research coordinators also offer a host of ancillary services such as, research partnerships/ tie-ups and customized research solutions.
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nivedita789456 · 4 years
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Global Computer Games Market Research Report 2025
Summary - A new market study, titled “ Global Computer Games Market Research Report 2025” has been featured on WiseGuyReports.
 With the slowdown in world economic growth, the Computer Games industry has also suffered a certain impact, but still maintained a relatively optimistic growth, the past four years, Computer Games market size to maintain the average annual growth rate of xx from xx million $ in 2015 to xx million $ in 2020, BisReport analysts believe that in the next few years, Computer Games market size will be further expanded, we expect that by 2025, The market size of the Computer Games will reach xx million $.
 Also Read: https://industrytoday.co.uk/it/computer-games-market-2020-global-share-trend-segmentation-and-forecast-to-2025
 This Report covers the manufacturers’ data, including: shipment, price, revenue, gross profit, interview record, business distribution etc., these data help the consumer know about the competitors better. This report also covers all the regions and countries of the world, which shows a regional development status, including market size, volume and value, as well as price data.
Besides, the report also covers segment data, including: type segment, industry segment, channel segment etc. cover different segment market size, both volume and value. Also cover different industries clients information, which is very important for the manufacturers. If you need more information, please contact BisReport
 Section 1: Free——Definition
 Section (2 3): 1200 USD——Manufacturer Detail
Tencent
37 Interactive Entertainment
Kingnet
Perfect World Game
7 Road
Guanghuanzhong
Travian
Hattrick
Youxigu
Feiyin
Youzu
China InterActive Corp
Jagex
KADOKAWA GAMES
NetEase
 Section 4: 900 USD——Region Segmentation
North America Country (United States, Canada)
South America
Asia Country (China, Japan, India, Korea)
Europe Country (Germany, UK, France, Italy)
Other Country (Middle East, Africa, GCC)
 Section (5 6 7): 500 USD——
Product Type Segmentation
Webgame
Client Game
 Industry Segmentation
45 Years Old
 Channel (Direct Sales, Distributor) Segmentation
 Section 8: 400 USD——Trend (2020-2025)
 Section 9: 300 USD——Product Type Detail
 Section 10: 700 USD——Downstream Consumer
 Section 11: 200 USD——Cost Structure
 Section 12: 500 USD——Conclusion
FOR MORE DETAILS: https://www.wiseguyreports.com/reports/5752042-global-computer-games-market-report-2020
About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.                
 Contact Us:
NORAH TRENT                                                      
[email protected]       
Ph: +162-825-80070 (US)                          
Ph: +44 2035002763 (UK)      
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wiseguyreports33 · 4 years
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Global Strategy Games Market - Upcoming Trends, Growth Drivers And Challenges – Forecast To 2026
Summary - A new market study, “Global Strategy Games Market - Upcoming Trends, Growth Drivers And Challenges – Forecast To 2026” has been featured on WiseGuyReports.
The global Strategy Games market is valued at xx million USD in 2018 and is expected to reach xx million USD by the end of 2024, growing at a CAGR of xx% between 2019 and 2024.
The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions.
North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Strategy Games.
Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%.
Also Read : https://www.openpr.com/news/2111783/strategy-games-global-market-2020-major-kay-players
This report studies the Strategy Games market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Strategy Games market by product type and applications/end industries.
 Market Segment by Companies, this report covers
Ensemble Studios
NGD Studios
Chucklefish
Paradox Interactive
Blizzard
Game-Labs
Big Huge Games
Games Workshop Group
Subset Games
Wargaming Seattle
Relic
Creative Assembly
TaleWorlds
Firaxis Games
 Market Segment by Regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia and Italy)
Asia-Pacific (China, Japan, Korea, India and Southeast Asia)
South America (Brazil, Argentina, Colombia)
Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
 Market Segment by Type, covers
Client Type
Webgame Type
 Market Segment by Applications, can be divided into
PC
Mobile
Tablet
Others
FOR MORE DETAILS: https://www.wiseguyreports.com/reports/4506023-global-strategy-games-market-2019-by-company-regions
About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.                
 Contact Us:
NORAH TRENT                                                      
[email protected]       
Ph: +162-825-80070 (US)                          
Ph: +44 2035002763 (UK)      
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wiseguyreport44 · 3 years
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June 2021 Report on Global Lithium Triborate Market By Type, By Application, By Segmentation, By Region, and By Country 2020-2026
The Lithium Triborate market is expected to grow from USD X.X million in 2020 to USD X.X million by 2026, at a CAGR of X.X% during the forecast period. The global Lithium Triborate market report is a comprehensive research that focuses on the overall consumption structure, development trends, sales models and sales of top countries in the global Lithium Triborate market. The report focuses on well-known providers in the global Lithium Triborate industry, market segments, competition, and the macro environment.
ALSO READ : http://www.marketwatch.com/story/global-mint-flavors-market-outlook-industry-analysis-and-prospect-2021-2021-05-03
 Under COVID-19 Outbreak, how the Lithium Triborate Industry will develop is also analyzed in detail in Chapter 1.7 of the report.
In Chapter 2.4, we analyzed industry trends in the context of COVID-19.
In Chapter 3.5, we analyzed the impact of COVID-19 on the product industry chain based on the upstream and downstream markets.
In Chapters 6 to 10 of the report, we analyze the impact of COVID-19 on various regions and major countries.
In chapter 13.5, the impact of COVID-19 on the future development of the industry is pointed out.
 A holistic study of the market is made by considering a variety of factors, from demographics conditions and business cycles in a particular country to market-specific microeconomic impacts. The study found the shift in market paradigms in terms of regional competitive advantage and the competitive landscape of major players.
ALSO READ : http://www.marketwatch.com/story/global-iot-in-smart-city-industry-market-insights-overview-analysis-and-forecast-2021-2027-2021-05-04
 Key players in the global Lithium Triborate market covered in Chapter 4:
LCS
Cristal Laser
Lasertec
Innowit
Eksma Optics
Fuzhou Lambda Optics
Caston
 In Chapter 11 and 13.3, on the basis of types, the Lithium Triborate market from 2015 to 2026 is primarily split into:
Powder
Crystal
 In Chapter 12 and 13.4, on the basis of applications, the Lithium Triborate market from 2015 to 2026 covers:
Chemical
Industrial
Other
ALSO READ : http://www.marketwatch.com/story/global-peltier-heat-pumps-marketsize-share-value-and-competitive-landscape-2020-2021-05-03
 Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2026) of the following regions are covered in Chapter 5, 6, 7, 8, 9, 10, 13:
North America (Covered in Chapter 6 and 13)
United States
Canada
Mexico
Europe (Covered in Chapter 7 and 13)
Germany
UK
France
Italy
Spain
Russia
Others
Asia-Pacific (Covered in Chapter 8 and 13)
China
Japan
South Korea
Australia
India
Southeast Asia
Others
Middle East and Africa (Covered in Chapter 9 and 13)
Saudi Arabia
UAE
Egypt
Nigeria
South Africa
Others
South America (Covered in Chapter 10 and 13)
Brazil
Argentina
Columbia
Chile
Others
 Years considered for this report:
Historical Years: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Period: 2020-2026
Table of Content :
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Regulatory Scenario by Region/Country
1.4 Market Investment Scenario Strategic
1.5 Market Analysis by Type
1.5.1 Global Lithium Triborate Market Share by Type (2020-2026)
1.5.2 Powder
1.5.3 Crystal
1.6 Market by Application
1.6.1 Global Lithium Triborate Market Share by Application (2020-2026)
1.6.2 Chemical
1.6.3 Industrial
1.6.4 Other
1.7 Lithium Triborate Industry Development Trends under COVID-19 Outbreak
1.7.1 Global COVID-19 Status Overview
1.7.2 Influence of COVID-19 Outbreak on Lithium Triborate Industry Development
ALSO READ : http://www.marketwatch.com/story/global-wheel-balancing-machine-market-size-share-value-and-competitive-landscape-2024-2021-05-04
 2. Global Market Growth Trends
2.1 Industry Trends
2.1.1 SWOT Analysis
2.1.2 Porter’s Five Forces Analysis
2.2 Potential Market and Growth Potential Analysis
2.3 Industry News and Policies by Regions
2.3.1 Industry News
2.3.2 Industry Policies
2.4 Industry Trends Under COVID-19
 3 Value Chain of Lithium Triborate Market
3.1 Value Chain Status
3.2 Lithium Triborate Manufacturing Cost Structure Analysis
3.2.1 Production Process Analysis
3.2.2 Manufacturing Cost Structure of Lithium Triborate
3.2.3 Labor Cost of Lithium Triborate
3.2.3.1 Labor Cost of Lithium Triborate Under COVID-19
3.3 Sales and Marketing Model Analysis
3.4 Downstream Major Customer Analysis (by Region)
3.5 Value Chain Status Under COVID-19
ALSO READ : http://www.marketwatch.com/story/global-webgame-market-overview-size-share-and-trends-2021-2021-05-05
 4 Players Profiles
4.1 LCS
4.1.1 LCS Basic Information
4.1.2 Lithium Triborate Product Profiles, Application and Specification
4.1.3 LCS Lithium Triborate Market Performance (2015-2020)
4.1.4 LCS Business Overview
4.2 Cristal Laser
4.2.1 Cristal Laser Basic Information
4.2.2 Lithium Triborate Product Profiles, Application and Specification
4.2.3 Cristal Laser Lithium Triborate Market Performance (2015-2020)
4.2.4 Cristal Laser Business Overview
4.3 Lasertec
4.3.1 Lasertec Basic Information
4.3.2 Lithium Triborate Product Profiles, Application and Specification
4.3.3 Lasertec Lithium Triborate Market Performance (2015-2020)
4.3.4 Lasertec Business Overview
4.4 Innowit
4.4.1 Innowit Basic Information
4.4.2 Lithium Triborate Product Profiles, Application and Specification
4.4.3 Innowit Lithium Triborate Market Performance (2015-2020)
4.4.4 Innowit Business Overview
4.5 Eksma Optics
4.5.1 Eksma Optics Basic Information
4.5.2 Lithium Triborate Product Profiles, Application and Specification
4.5.3 Eksma Optics Lithium Triborate Market Performance (2015-2020)
4.5.4 Eksma Optics Business Overview
4.6 Fuzhou Lambda Optics
4.6.1 Fuzhou Lambda Optics Basic Information
4.6.2 Lithium Triborate Product Profiles, Application and Specification
4.6.3 Fuzhou Lambda Optics Lithium Triborate Market Performance (2015-2020)
4.6.4 Fuzhou Lambda Optics Business Overview
4.7 Caston
4.7.1 Caston Basic Information
4.7.2 Lithium Triborate Product Profiles, Application and Specification
4.7.3 Caston Lithium Triborate Market Performance (2015-2020)
4.7.4 Caston Business Overview
 5 Global Lithium Triborate Market Analysis by Regions
5.1 Global Lithium Triborate Sales, Revenue and Market Share by Regions
5.1.1 Global Lithium Triborate Sales by Regions (2015-2020)
5.1.2 Global Lithium Triborate Revenue by Regions (2015-2020)
5.2 North America Lithium Triborate Sales and Growth Rate (2015-2020)
5.3 Europe Lithium Triborate Sales and Growth Rate (2015-2020)
5.4 Asia-Pacific Lithium Triborate Sales and Growth Rate (2015-2020)
5.5 Middle East and Africa Lithium Triborate Sales and Growth Rate (2015-2020)
5.6 South America Lithium Triborate Sales and Growth Rate (2015-2020)
 Continue……
CONTACT DETAILS :
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+1 62 825 80070
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nickyshukla1 · 4 years
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Global Strategy Games Market Analysis, Trends and Opportunities 2019-2024
Summary - A new market study, titled “Global Strategy Games Market Analysis, Trends and Opportunities 2019-2024” has been featured on WiseGuyReports
 The global Strategy Games market is valued at xx million USD in 2018 and is expected to reach xx million USD by the end of 2024, growing at a CAGR of xx% between 2019 and 2024. The Asia-Pacific will occupy for more market share in following years, especially in China, also fast growing India and Southeast Asia regions. North America, especially The United States, will still play an important role which cannot be ignored. Any changes from United States might affect the development trend of Strategy Games. Europe also play important roles in global market, with market size of xx million USD in 2019 and will be xx million USD in 2024, with a CAGR of xx%. This report studies the Strategy Games market status and outlook of Global and major regions, from angles of players, countries, product types and end industries; this report analyzes the top players in global market, and splits the Strategy Games market by product type and applications/end industries.
 ALSO READ: http://www.marketwatch.com/story/global-strategy-games-market-size-2020-emerging-trends-industry-share-future-demands-market-potential-traders-regional-overview-and-swot-analysis-till-2026-2020-09-09
 Market Segment by Companies, this report covers Ensemble Studios NGD Studios Chucklefish Paradox Interactive Blizzard Game-Labs Big Huge Games Games Workshop Group  Subset Games Wargaming Seattle Relic Creative Assembly TaleWorlds Firaxis Games
Market Segment by Regions, regional analysis covers North America (United States, Canada and Mexico) Europe (Germany, France, UK, Russia and Italy) Asia-Pacific (China, Japan, Korea, India and Southeast Asia) South America (Brazil, Argentina, Colombia) Middle East and Africa (Saudi Arabia, UAE, Egypt, Nigeria and South Africa)
Market Segment by Type, covers Client Type Webgame Type
Market Segment by Applications, can be divided into PC Mobile Tablet Others
 FOR MORE DETAILS: https://www.wiseguyreports.com/reports/4506023-global-strategy-games-market-2019-by-company-regions
 About Us:
Wise Guy Reports is part of the Wise Guy Research Consultants Pvt. Ltd. and offers premium progressive statistical surveying, market research reports, analysis & forecast data for industries and governments around the globe.                
 Contact Us:
NORAH TRENT                                                      
[email protected]       
Ph: +162-825-80070 (US)                          
Ph: +44 203 500 2763 (UK)      
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saojip13 · 4 years
Text
STRATEGY GAMES MARKET RESEARCH REPORT 2024 EXPLAIN – WHAT IS THE CURRENT SIZE OF THE INDUSTRY?
A New Research on the Global Strategy Games Market was directed over an assortment of businesses in different areas to deliver reports. This study is an ideal mix of subjective and quantifiable data featuring key market improvements, industry and contenders’ difficulties in whole investigation and new chances and might drift in the Strategy Games market.
Import and export policies that can immediate affect the worldwide Strategy Games market. This examination incorporates EXIM * related sections for every significant organization managing the Strategy Games market and related profiles and gives important information as far as accounts, item portfolio, speculation arranging and promoting and business methodology.
Get a Sample PDF Copy Here @: https://www.alexareports.com/report-sample/42268
The investigation is a gathering of essential and auxiliary information that contains significant data from the real providers of the market. The figure depends on information to the present date and estimates until 2024, Easy to break down different charts and tables People searching for key industry information in effectively available archives.
The Major Key industries in this report are: Chucklefish, Big Huge Games, Paradox Interactive, Blizzard, Subset Games, Game-Labs, NGD Studios, Games Workshop Group , Wargaming Seattle, Ensemble Studios, Relic, Creative Assembly, Firaxis Games, TaleWorlds.
Quantifiable data:
Market Data Breakdown by Key Geography, Type Client Type, Webgame Type & Application / End-User PC, Mobile, Tablet, Others.
By type (past and forecast)
Strategy Games Market-Specific Applications Sales and Growth Rates (Historical & Forecast)
Strategy Games revenue and growth rate by market (history and forecast)
Strategy Games market size and growth rate, application and type (past and forecast)
Sales revenue, volume and Y-O-Y growth rate (base year) of Strategy Games market,
Key Research: The main sources are industry experts from the global Strategy Games industry, including management organizations, processing organizations, and analytical services providers that address the value chain of industry organizations. We interviewed all major sources to collect and certify qualitative and quantitative information and to determine future prospects. Through interviews in the industry experts industry, such as CEO, vice president, marketing director, technology and innovation director, founder and key executives of key core companies and institutions in major biomass waste containers around the world.
Industry Research: This research studies critical information about the industrial value chain, core pool of people, and applications. We also helped Strategy Games market segmentation based on the industry’s lowest level of industry, geographical markets and key developments in market and technology-driven core development.
Enquire for Discount in Report @ https://www.alexareports.com/check-discount/42268
Qualitative data: Includes factors affecting or influencing market dynamics and market growth. To list some names in related sections
Industry overview
Global Strategy Games growth driver
Global market trend
Incarceration
Strategy Games Opportunity
Market entropy ** [specially designed to emphasize market aggressiveness]
Fungal analysis
Porter Five Army Model
Note: Regional Breakdown & Sectional purchase Available We provides Pie charts Best Customize Reports As per Requirements.
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topicprinter · 7 years
Link
Hey everyone, this is the first post in a series about the basics of how to start a business. What I'm doing is taking some of the things I discuss very commonly with my clients and posting them on here for public consumption to help people who are looking for a basic framework for how to think about starting a business and who are looking for some tools to use in that process. It is meant as an introduction to the basic topics and way of thinking that everyone who is starting a business needs to be familiar with and is based on my personal experience starting a venture-backed company, helping my friends with their businesses, and my consulting business, in which I have worked with >50 different early-stage companies (see more).Each post will have three parts:A theoretical overviewPractical approaches and tools (ie actionable advice for what do with this knowledge)A case study from my own business (hooray for transparency!)So without further ado, let's jump into it with some of the very basics (don't worry, we'll ramp up quickly): THEORETICAL OVERVIEW The Business PyramidIn my experience there is a logical order to creating a business which many people get wrong. This sequence works like a pyramid, where each step rests on the step before. As you can expect, if you build a shoddy foundation, it doesn't matter how well you construct the top of the building: it's still going to fall down.The basic pyramid looks like this (please enjoy my fancy graphics).Today we will be focusing on the base of the pyramid: customer and their unique need. What is a business?There are many different ways to define a business. One that I like is "a process through which customers trade money for a solution to their problems." Let's unpack that. In every transaction, there are two sides: a buyer and a seller. The seller trades a product or service for money, and the buyer trades money for that product or service.For a business, money is like oxygen. Without it, the business will atrophy and die because it can't do anything. In the end, the source of money for a business is its customers. (Yes, many businesses raise money in a variety of different ways, but the only SUSTAINABLE way for a business to operate is to get paid by customers.) Your customers (aka "the market") are the ones who pay you.And how can you get people to give you their hard-earned money? By offering them something in exchange which they perceive as having higher VALUE. The basis of every business is the value it provides to its customersLiterally everything about your business exists for the sake of providing value to your customers and then capturing some of that value in the form of a payment. If you can't provide value, you can't get paid, and your busy will die. (The famous "lean" framework goes so far as to divide all activity into "value creating activity" and "waste.")How can you do this? Start by asking why anything ever has any value to anyone. The answer is that it solves a problem that they have — it addresses a NEED.This problem may be non-obvious. It may be a problem people do not initially realize they have before talking to you. But the only reason anyone will ever give you their money is to satisfy a need they recognize. The only way to provide value to people is to solve a problem that they haveReally? What about all of those things that people buy but don't seem to really need? Isn't our modern consumer economy based on people buying things they don't really need?Without getting into a philosophical discussion of what it means to "actually need" something, let me just say that what really matters is whether or not people perceive themselves to have a need. Why, for example, do people buy fidget spinners or video games? They need to distract themselves. Buy expensive, brand-name clothes? They feel the need to be perceived a certain way. Etc.(By the way, many businesses have lots of consumers ("users") who don't actually buy anything from them with money. Instead, these people trade their attention for a product or service, and their attention is eventually monetized in some other way (generally advertising). The same basic principle applies in this case.) Don't make a "solution in search of a problem"An extremely common mistake, especially when "craftsmen" who are really good at producing products but have no experience running a business create their own business for the first time, is to infamous "solution in search of a problem." Put another way, this essentially means starting one level too high in the pyramid: creating a product and then trying to find someone who might need it.There are many logical reasons why someone might make this mistake. A major motivating factor for people to start businesses is that they want to spend their time making something that they think is cool. So they design something they like, and then try to find a way to make a living doing it (how many people non-self-employed people approach choosing their jobs).The problem is that if you are not solving an actual need that a substantial portion of the market has, then people are not going to be willing to pay you for your product. You may think it's cool (and it may even solve YOUR problem), but unless you are solving a problem that the market has, you will simply not be able to convince anyone that they should trade their hard-earned money for your product. A word on competition...Many people are afraid of entering into a market with competition. I think you should be afraid of entering into a market WITHOUT competition. Your competitors are everyone else competing to solve the same customer need as you. If you have no competitors, then no one is trying to solve this need. Why? Were you the first person to think of it? Unlikely — and if so... why? Is there something unique about you that makes you uniquely positioned to actually solve this problem that no one has ever been able to solve before?Or is this problem maybe not worth solving? Every salesman knows that your biggest competition is usually NO ACTION. You are competing with the possibility of people doing nothing. The status quo. And in the case where there is no business competition, the status quo has beaten or scared away every single other person who has tried to solve this problem.Another major advantage to competition is that someone else has already taken the time and money to validate the problem (see below), so you can skip that step, go faster, and reduce your risk.Remember: competition = customers = money = you're goodOf course, I am NOT saying that you should absolutely NEVER sell something in a space where there is no competition. But I am saying it is a RISKIER proposition, and you should have a good explanation of WHY there is no competition.(Most likely there is, and you just haven't thought about it because the competition is non-obvious. Thinking of creating an entertainment product? Welcome to competing with Netflix, Reddit, television, every webgame ever, etc.) PRACTICAL APPROACH AND TOOLS Identifying a potential market and a needI put these two together because they go hand-in-hand. The first thing you need to do is to identify a real need that a potential target market has. I could go into a lot more depth here, but for now I will just say that you need to really understand:Who specifically has this problemThe specific pain points they are experiencingWhat they currently do about this problem (especially whether or not they have a demonstrated willingness to ACT or SPEND MONEY to solve it)How aware they are of the problemHow they feel about this problem and how they are solving it currentlyThe size and purchasing power of the group of people with this problemNotice that I haven't said anything about how you will provide value to these people yet. Obviously this is a key part of the equation, and you cannot create a business if you are not able to actually address the problem you have identified. Likewise, an architect who builds the foundation of a building does so because of what he might be able to build on top of it. Be thoughtful about what kind of problems you investigate — this part of the process comes first, but doesn't exist in isolation from the later steps. If you are too distant from your (potential) customers, you cannot understand them.There is literally no way to learn the above things than by talking to people. This is a major reason that people who start businesses solving a problem that they have some direct familiarity with have a major advantage.If you have somehow perceived a problem that you don't have any direct experience with, that should set off some alarm bells. How do you know this is really a problem? Why hasn't anyone who knows more about this solved it yet? etc. These questions are not unsolveable problems, but they do mean that you need to get out and start talking to people who actually have the problem you want to solve. You need direct familiarity with the problem and the world that the people who have it live in, or you can't hope to create a good solution.Go where your customers are. Find the places that someone with this problem might spend their time, and start interacting with them there. Read forum and Reddit posts. Chat with people. Get in touch. TOOL: Customer personasNow that you have some idea of your customers and the problems that they have, it's time to turn that into a rich picture. This is where the (in)famous "customer personas" tool comes into play. The basics of this are actually very simple.In essence, you want to create a very concrete portrait of your customers. So write a little story about the different archetypes of people who might buy your product. Make this as concrete as possible and include lots of details to add color — don't worry if these details won't be literally true for every single person who walks in the door. You are creating an impressionistic archetype, not instructions for a computer. Note: you will likely have MULTIPLE different customer persons. Have fun with this!There are a million frameworks available for this (just google "customer personas"). I have mine which I share with my clients, but you can also build your own based on the specific needs of your businesses. Some things to think about including are: name (this is important to make it feel concrete!), age, sex, occupation, education, location (including urban/suburban/rural), consumption habits, comfortability with technology, income, familial status, values, aspirations, fears, who they see themselves as, who they want to be seen as, who they turn to for advice, etc. Obviously the exact details here depend on what's relevant to your business. Get creative! The more information you can add, the better.The best way to develop customer personas is to find actual customers and then have a single person who ACTUALLY bought something from you stand in for the group of people like them. This takes a lot of the guesswork out of it. TOOL: ValidationOkay, this is a huge topic which we will explore in much more detail in future posts. But the core principle here is that you want to build your business based on evidence from the market, not speculation. More things sound true than are. The only way to tell the difference is to go out and run experiments — or even better, find experiments that someone else has already run for you.Up until this point, practically everything that we have discussed has been in a theoretical space. I want to encourage you to cultivate the instinct of being very skeptical of anything you think which isn't grounded in actual experience. And doubly skeptical of random stuff people without a demonstrated track record of success on the internet tell you. I even want you to be skeptical of what I tell you. Don't just believe me because I sound confident or make claim X, Y, or Z! I am giving you tools and frameworks developed from and tested in my personal experience and the experiences of my clients. Do NOT take my word for it. Go try them and see if they work.How can you do this? This is going to be the subject of future posts, but for now, the key concept to internalize is that you want to set up a situation where you measure behavior and not what people tell you. Why? Because what people tell you is mostly wrong — there are all sorts of incentives making the data noisy, and many people don't really understand themselves and their behavior anyway. Your business is going to make money based on behavior, not words, so that's what you should care about.Let's take the example of customer personas. Once you have developed your personas, they are a theoretical construct, ideally grounded in the interactions you have been having with customers. This is way better than nothing, but to make it really useful, you need to make sure it's right. So go back out, talk to more customers. See if they match up with the profile you have created. Don't lead them to the conclusions you want, just look, learn, and listen. Social media is a great tool for this, because it allows you to just look up a tremendous amount of information about people (and it's usually not hard to find many people's social media accounts, even if they haven't actually given them to you).Another example: we talked earlier about validating the problem. Let's return to this. You want to transform your theoretical beliefs (aka assumptions) about the problem you are setting out to solve into validated data. How can you do that? By designing experiments that will lead to one result if the problem really exists and others that will lead to a different result if it does not. There are a huge number of ways to do this. For example, maybe if you offer to help people out for free and see if anyone bites. Maybe you make a post on Reddit asking if this is a common problem. Maybe you do some keyword research and see what search volume exists related to the problem.All of these methods are imperfect and do not necessarily tell you how many people have this problem or are willing to take action or spend money to solve it. That's why competition is such a powerful tool: someone has already done your validation for you.Like I said, this is a huge topic, and there will be more to come later. For now, the key takeaways here are (1) you should crave evidence that the beliefs you base your business on are true, (2) you want to design your experiments to be as cheap and fast as possible, and (3) you want to run real experiments and not just look for anything or everything that confirms your preconceived notions. CASE STUDY: MY CONSULTING BUSINESSI am starting a new strategic consulting business advising founders on topics related to validation, early traction, fundraising, and growth and marketing. You can read the ongoing, real-time, transparent story of that business here (post includes links to previous posts).My customers are early-stage startup and small business founders.Their problem, broadly, is that they don't know the best way to grow and develop their business. Often this is because they lack first-hand experience doing this before and lack a strong mental model and roadmap for what to do; sometimes, it is because they are simply too close to it and emotionally invested to trust themselves to make fully rational decisions. Most of my clients have a specific acute need that brings them to me, which varies.I had personal experience with this problem, and how difficult it can be to find the resources to fix it, starting a business myself and later helping my friends with their businesses.The market of people starting their own business is large. The willingness to pay varies, but among many people, there is a high willingness to pay for help solving the biggest problems they face and developing fundamental, integrated strategies and frameworks to solve them.The market is partially validated for me because places like /r/entrepreneur exist and there is a whole industry of people catering to the needs of people in this position. I further validated it by offering to help people for free (which had lots of other benefits, which I'll address in future posts).Here is an example customer persona from my business (simplified and adapted — I'm not going to post my personal customer persona template publicly yet):Rick, 27, male, single, lives in Seattle, WA. He is a highly-motivated, technically skilled, creative guy who works in the tech industry. He has made lots of interesting projects during his life and is always trying something new. He dresses casually and is sometimes an early adopter of technology products. He created a simple product on the web in his spare time, did some rudimentary promotion of it on Reddit and Facebook, and unexpectedly struck it big after it got featured on several high-traffic sites. Now that he has some initial traction, he's not sure what to do next, or whether he can turn this into something sustainable. He's feeling really excited and a little overwhelmed, and isn't sure what to do next or where to turn for advice. His specific need is a plan, a crash course in the basics of how a business like this works, triage for the many different things he could do, and a reliable resource that can answer his questions and give him support. Right now, he's Googling answers to his questions and posting on Reddit about his situation. Okay, that's it for Part 1 for now! Thanks for reading this far.This is the first time I've written a post like this, so I would really appreciate any feedback and would love to hear your questions and/or disagreement with the content based in your experience!
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