Gaming Subscription Industry Consumer Trends: Insights and Forecasts 2026-2034

Gaming Subscription Industry by Gaming Type (Console Gaming, PC-based Gaming, Mobile Gaming), by North America, by Europe, by Asia, by Australia and New Zealand, by Latin America, by Middle East and Africa Forecast 2026-2034

Jul 2 2025
Base Year: 2025

234 Pages
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Gaming Subscription Industry Consumer Trends: Insights and Forecasts 2026-2034


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Key Insights

The gaming subscription market, valued at $10.92 billion in 2025, is experiencing robust growth, projected to expand significantly by 2033. A compound annual growth rate (CAGR) of 9.84% from 2025 to 2033 indicates a substantial increase in market size driven by several key factors. The rising popularity of cloud gaming, allowing access to high-quality games without expensive hardware, is a major catalyst. Increased consumer demand for convenient access to a wide library of games at a fixed monthly cost fuels the subscription model's success. Furthermore, the strategic partnerships between game publishers and subscription platforms, such as those between Microsoft and Xbox Game Pass or Sony and PlayStation Now, expand the reach and attractiveness of these services. The mobile gaming segment is particularly strong, contributing significantly to overall market growth, fueled by the ever-increasing penetration of smartphones and tablets. Competitive pricing strategies employed by various companies, including bundled offers and free trial periods, enhance market accessibility and adoption rates.

Gaming Subscription Industry Research Report - Market Overview and Key Insights

Gaming Subscription Industry Market Size (In Billion)

20.0B
15.0B
10.0B
5.0B
0
10.92 B
2025
11.98 B
2026
13.14 B
2027
14.40 B
2028
15.77 B
2029
17.28 B
2030
18.93 B
2031
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The market segmentation reveals a diverse landscape. Console gaming, PC-based gaming, and mobile gaming each contribute substantial revenue streams, reflecting the broad appeal of gaming subscriptions across different platforms. Key players like Nintendo, Amazon, Google, and Microsoft are aggressively vying for market share through continuous innovation and expansion of their game libraries. While geographical distribution data is not explicitly provided, it is reasonable to anticipate that North America and Europe will remain dominant regions initially, due to high gaming penetration and disposable income, but the Asia-Pacific region is expected to showcase considerable growth potential given its expanding gaming community and rapidly increasing internet penetration. Continued technological advancements and the evolution of gaming preferences will influence future market dynamics, presenting ongoing opportunities for innovation and growth within the gaming subscription industry.

Gaming Subscription Industry Market Size and Forecast (2024-2030)

Gaming Subscription Industry Company Market Share

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This comprehensive report delivers an in-depth analysis of the global gaming subscription market, covering the period from 2019 to 2033. It provides a granular understanding of market dynamics, growth trends, key players, and future opportunities across various gaming segments (Console, PC, Mobile), allowing businesses to make informed strategic decisions. The report leverages extensive data analysis and expert insights to provide a clear picture of this rapidly evolving landscape.

Gaming Subscription Industry Market Dynamics & Structure

The gaming subscription market is characterized by increasing consolidation, driven by technological innovation and strategic acquisitions. Market concentration is moderate, with a few dominant players holding significant shares, yet numerous smaller niche players thrive. Regulatory frameworks vary across regions, impacting market access and operational costs. The market faces competition from free-to-play models and alternative entertainment options. End-user demographics are diverse, spanning across age groups and gaming preferences.

Market Structure:

  • High Concentration: Top 5 players hold xx% market share (2024).
  • Technological Innovation: Cloud gaming and cross-platform compatibility drive market expansion.
  • M&A Activity: xx deals in the past 5 years, totaling xx million USD.
  • Regulatory Landscape: Regional variations in data privacy laws and content regulations.
  • End-User Demographics: Strong growth in mobile gaming among younger demographics.

Gaming Subscription Industry Growth Trends & Insights

The gaming subscription market exhibits robust growth, driven by factors including increased internet penetration, the rise of cloud gaming, and shifting consumer preferences towards subscription-based services. The market size is projected to reach xx million units by 2033, with a CAGR of xx% during the forecast period (2025-2033). Adoption rates are particularly high in regions with strong mobile gaming penetration. Technological disruptions, such as the introduction of VR/AR gaming experiences, are expected to further fuel market growth. Consumer behavior shifts towards convenient, on-demand entertainment further contribute to subscription market expansion. The historical period (2019-2024) showed a consistent upward trend, setting the stage for future growth.

Dominant Regions, Countries, or Segments in Gaming Subscription Industry

The North American and Asian markets currently dominate the gaming subscription industry, driven by high internet penetration, strong consumer spending power, and a large player base. Within gaming types, mobile gaming displays the fastest growth rate, fueled by smartphone penetration and user-friendly accessibility.

Key Drivers by Region/Segment:

  • North America: High disposable income, strong gaming culture, and early adoption of new technologies.
  • Asia: Massive mobile gaming market, increasing internet penetration, and a large young population.
  • Mobile Gaming: Ease of access, affordability, and the vast library of mobile games.
  • Console Gaming: High-quality graphics and immersive gameplay experiences.

Market Share (2024):

  • North America: xx%
  • Asia: xx%
  • Europe: xx%
  • Mobile Gaming: xx%
  • Console Gaming: xx%
  • PC Gaming: xx%

Gaming Subscription Industry Product Landscape

The gaming subscription landscape offers diverse products catering to varying preferences and platforms. Innovations include cloud-based gaming services offering seamless access across devices, enhanced social features fostering community engagement, and personalized content recommendations optimizing user experience. Key performance indicators (KPIs) focus on subscriber acquisition, churn rates, and average revenue per user (ARPU). Unique selling propositions often center around exclusive content, curated game libraries, and cross-platform compatibility.

Key Drivers, Barriers & Challenges in Gaming Subscription Industry

Key Drivers:

  • Technological Advancements: Cloud gaming, VR/AR integration, enhanced graphics, and cross-platform play.
  • Increased Internet Penetration: Wider access to high-speed internet enables seamless streaming.
  • Shifting Consumer Preferences: Growth in demand for on-demand entertainment services.

Key Challenges:

  • Competition: Intense rivalry among established players and new entrants.
  • Pricing Pressure: Maintaining profitability amidst competitive pricing strategies.
  • Content Acquisition Costs: Securing high-quality games can be expensive.

Emerging Opportunities in Gaming Subscription Industry

  • Expansion into Emerging Markets: Untapped potential in developing countries with growing internet access.
  • Integration with other Entertainment Services: Bundling gaming subscriptions with streaming platforms.
  • Personalized Gaming Experiences: Utilizing AI and data analytics to cater to individual preferences.

Growth Accelerators in the Gaming Subscription Industry Industry

The continued integration of advanced technologies like 5G and AI, combined with strategic partnerships between gaming companies and technology providers, will significantly impact the growth trajectory of the gaming subscription market. Expanding into underserved markets and offering tailored subscription plans based on gaming preferences are key strategies for future success.

Key Players Shaping the Gaming Subscription Industry Market

  • Nintendo Switch Online (Nintendo Co Ltd)
  • Prime Gaming (Amazon Inc)
  • Google Play Pass (Google LLC)
  • Humble Bundle Inc
  • Amazon Luna (Amazon Inc)
  • PlayStation Now (Sony Corporation)
  • EA Play (Electronic Arts Inc)
  • Tencent Holdings Ltd
  • Uplay Pass (Ubisoft)
  • Xbox (Game Pass) (Microsoft Corporation)
  • Epic games Inc
  • GeForce Now (NVIDIA)
  • Apple Arcade (Apple Inc)

Notable Milestones in Gaming Subscription Industry Sector

  • March 2022: Nintendo Switch Online adds three Sega Genesis games (Light Crusader, Super Fantasy Zone, and Alien Soldier).
  • March 2022: Google Play Pass launches in India, offering 1000+ titles.

In-Depth Gaming Subscription Industry Market Outlook

The gaming subscription market is poised for continued expansion, driven by technological advancements, evolving consumer behavior, and strategic initiatives by key players. The long-term outlook is positive, with significant opportunities for growth across various segments and regions. Companies that successfully adapt to evolving consumer preferences and leverage technological innovations will be best positioned to capture market share and drive future growth.

Gaming Subscription Industry Segmentation

  • 1. Gaming Type
    • 1.1. Console Gaming
    • 1.2. PC-based Gaming
    • 1.3. Mobile Gaming

Gaming Subscription Industry Segmentation By Geography

  • 1. North America
  • 2. Europe
  • 3. Asia
  • 4. Australia and New Zealand
  • 5. Latin America
  • 6. Middle East and Africa
Gaming Subscription Industry Market Share by Region - Global Geographic Distribution

Gaming Subscription Industry Regional Market Share

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Geographic Coverage of Gaming Subscription Industry

Higher Coverage
Lower Coverage
No Coverage

Gaming Subscription Industry REPORT HIGHLIGHTS

AspectsDetails
Study Period 2020-2034
Base Year 2025
Estimated Year 2026
Forecast Period2026-2034
Historical Period2020-2025
Growth RateCAGR of 9.84% from 2020-2034
Segmentation
    • By Gaming Type
      • Console Gaming
      • PC-based Gaming
      • Mobile Gaming
  • By Geography
    • North America
    • Europe
    • Asia
    • Australia and New Zealand
    • Latin America
    • Middle East and Africa

Table of Contents

  1. 1. Introduction
    • 1.1. Research Scope
    • 1.2. Market Segmentation
    • 1.3. Research Methodology
    • 1.4. Definitions and Assumptions
  2. 2. Executive Summary
    • 2.1. Introduction
  3. 3. Market Dynamics
    • 3.1. Introduction
      • 3.2. Market Drivers
        • 3.2.1. Increasing Need for Tools to Make Work Seamless and Agile; Continuous Innovation in Team Collaborative Tool Offerings
      • 3.3. Market Restrains
        • 3.3.1. Compliance and Governance Issues
      • 3.4. Market Trends
        • 3.4.1. Mobile gaming to Drive the Market Growth
  4. 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  5. 5. Global Gaming Subscription Industry Analysis, Insights and Forecast, 2020-2032
    • 5.1. Market Analysis, Insights and Forecast - by Gaming Type
      • 5.1.1. Console Gaming
      • 5.1.2. PC-based Gaming
      • 5.1.3. Mobile Gaming
    • 5.2. Market Analysis, Insights and Forecast - by Region
      • 5.2.1. North America
      • 5.2.2. Europe
      • 5.2.3. Asia
      • 5.2.4. Australia and New Zealand
      • 5.2.5. Latin America
      • 5.2.6. Middle East and Africa
  6. 6. North America Gaming Subscription Industry Analysis, Insights and Forecast, 2020-2032
    • 6.1. Market Analysis, Insights and Forecast - by Gaming Type
      • 6.1.1. Console Gaming
      • 6.1.2. PC-based Gaming
      • 6.1.3. Mobile Gaming
  7. 7. Europe Gaming Subscription Industry Analysis, Insights and Forecast, 2020-2032
    • 7.1. Market Analysis, Insights and Forecast - by Gaming Type
      • 7.1.1. Console Gaming
      • 7.1.2. PC-based Gaming
      • 7.1.3. Mobile Gaming
  8. 8. Asia Gaming Subscription Industry Analysis, Insights and Forecast, 2020-2032
    • 8.1. Market Analysis, Insights and Forecast - by Gaming Type
      • 8.1.1. Console Gaming
      • 8.1.2. PC-based Gaming
      • 8.1.3. Mobile Gaming
  9. 9. Australia and New Zealand Gaming Subscription Industry Analysis, Insights and Forecast, 2020-2032
    • 9.1. Market Analysis, Insights and Forecast - by Gaming Type
      • 9.1.1. Console Gaming
      • 9.1.2. PC-based Gaming
      • 9.1.3. Mobile Gaming
  10. 10. Latin America Gaming Subscription Industry Analysis, Insights and Forecast, 2020-2032
    • 10.1. Market Analysis, Insights and Forecast - by Gaming Type
      • 10.1.1. Console Gaming
      • 10.1.2. PC-based Gaming
      • 10.1.3. Mobile Gaming
  11. 11. Middle East and Africa Gaming Subscription Industry Analysis, Insights and Forecast, 2020-2032
    • 11.1. Market Analysis, Insights and Forecast - by Gaming Type
      • 11.1.1. Console Gaming
      • 11.1.2. PC-based Gaming
      • 11.1.3. Mobile Gaming
  12. 12. Competitive Analysis
    • 12.1. Global Market Share Analysis 2025
      • 12.2. Company Profiles
        • 12.2.1 Nintendo Switch Online (Nintendo Co Ltd)
          • 12.2.1.1. Overview
          • 12.2.1.2. Products
          • 12.2.1.3. SWOT Analysis
          • 12.2.1.4. Recent Developments
          • 12.2.1.5. Financials (Based on Availability)
        • 12.2.2 Prime Gaming (Amazon Inc )*List Not Exhaustive
          • 12.2.2.1. Overview
          • 12.2.2.2. Products
          • 12.2.2.3. SWOT Analysis
          • 12.2.2.4. Recent Developments
          • 12.2.2.5. Financials (Based on Availability)
        • 12.2.3 Google Play Pass (Google LLC)
          • 12.2.3.1. Overview
          • 12.2.3.2. Products
          • 12.2.3.3. SWOT Analysis
          • 12.2.3.4. Recent Developments
          • 12.2.3.5. Financials (Based on Availability)
        • 12.2.4 Humble Bundle Inc
          • 12.2.4.1. Overview
          • 12.2.4.2. Products
          • 12.2.4.3. SWOT Analysis
          • 12.2.4.4. Recent Developments
          • 12.2.4.5. Financials (Based on Availability)
        • 12.2.5 Amazon Luna (Amazon Inc )
          • 12.2.5.1. Overview
          • 12.2.5.2. Products
          • 12.2.5.3. SWOT Analysis
          • 12.2.5.4. Recent Developments
          • 12.2.5.5. Financials (Based on Availability)
        • 12.2.6 PlayStation Now (Sony Corporation)
          • 12.2.6.1. Overview
          • 12.2.6.2. Products
          • 12.2.6.3. SWOT Analysis
          • 12.2.6.4. Recent Developments
          • 12.2.6.5. Financials (Based on Availability)
        • 12.2.7 EA Play (Electronic Arts Inc )
          • 12.2.7.1. Overview
          • 12.2.7.2. Products
          • 12.2.7.3. SWOT Analysis
          • 12.2.7.4. Recent Developments
          • 12.2.7.5. Financials (Based on Availability)
        • 12.2.8 Tencent Holdings Ltd
          • 12.2.8.1. Overview
          • 12.2.8.2. Products
          • 12.2.8.3. SWOT Analysis
          • 12.2.8.4. Recent Developments
          • 12.2.8.5. Financials (Based on Availability)
        • 12.2.9 Uplay Pass (Ubisoft)
          • 12.2.9.1. Overview
          • 12.2.9.2. Products
          • 12.2.9.3. SWOT Analysis
          • 12.2.9.4. Recent Developments
          • 12.2.9.5. Financials (Based on Availability)
        • 12.2.10 Xbox (Game Pass) (Microsoft Corporation)
          • 12.2.10.1. Overview
          • 12.2.10.2. Products
          • 12.2.10.3. SWOT Analysis
          • 12.2.10.4. Recent Developments
          • 12.2.10.5. Financials (Based on Availability)
        • 12.2.11 Epic games Inc
          • 12.2.11.1. Overview
          • 12.2.11.2. Products
          • 12.2.11.3. SWOT Analysis
          • 12.2.11.4. Recent Developments
          • 12.2.11.5. Financials (Based on Availability)
        • 12.2.12 GeForce Now (NVIDIA)
          • 12.2.12.1. Overview
          • 12.2.12.2. Products
          • 12.2.12.3. SWOT Analysis
          • 12.2.12.4. Recent Developments
          • 12.2.12.5. Financials (Based on Availability)
        • 12.2.13 Apple Arcade (Apple Inc )
          • 12.2.13.1. Overview
          • 12.2.13.2. Products
          • 12.2.13.3. SWOT Analysis
          • 12.2.13.4. Recent Developments
          • 12.2.13.5. Financials (Based on Availability)

List of Figures

  1. Figure 1: Global Gaming Subscription Industry Revenue Breakdown (Million, %) by Region 2025 & 2033
  2. Figure 2: North America Gaming Subscription Industry Revenue (Million), by Gaming Type 2025 & 2033
  3. Figure 3: North America Gaming Subscription Industry Revenue Share (%), by Gaming Type 2025 & 2033
  4. Figure 4: North America Gaming Subscription Industry Revenue (Million), by Country 2025 & 2033
  5. Figure 5: North America Gaming Subscription Industry Revenue Share (%), by Country 2025 & 2033
  6. Figure 6: Europe Gaming Subscription Industry Revenue (Million), by Gaming Type 2025 & 2033
  7. Figure 7: Europe Gaming Subscription Industry Revenue Share (%), by Gaming Type 2025 & 2033
  8. Figure 8: Europe Gaming Subscription Industry Revenue (Million), by Country 2025 & 2033
  9. Figure 9: Europe Gaming Subscription Industry Revenue Share (%), by Country 2025 & 2033
  10. Figure 10: Asia Gaming Subscription Industry Revenue (Million), by Gaming Type 2025 & 2033
  11. Figure 11: Asia Gaming Subscription Industry Revenue Share (%), by Gaming Type 2025 & 2033
  12. Figure 12: Asia Gaming Subscription Industry Revenue (Million), by Country 2025 & 2033
  13. Figure 13: Asia Gaming Subscription Industry Revenue Share (%), by Country 2025 & 2033
  14. Figure 14: Australia and New Zealand Gaming Subscription Industry Revenue (Million), by Gaming Type 2025 & 2033
  15. Figure 15: Australia and New Zealand Gaming Subscription Industry Revenue Share (%), by Gaming Type 2025 & 2033
  16. Figure 16: Australia and New Zealand Gaming Subscription Industry Revenue (Million), by Country 2025 & 2033
  17. Figure 17: Australia and New Zealand Gaming Subscription Industry Revenue Share (%), by Country 2025 & 2033
  18. Figure 18: Latin America Gaming Subscription Industry Revenue (Million), by Gaming Type 2025 & 2033
  19. Figure 19: Latin America Gaming Subscription Industry Revenue Share (%), by Gaming Type 2025 & 2033
  20. Figure 20: Latin America Gaming Subscription Industry Revenue (Million), by Country 2025 & 2033
  21. Figure 21: Latin America Gaming Subscription Industry Revenue Share (%), by Country 2025 & 2033
  22. Figure 22: Middle East and Africa Gaming Subscription Industry Revenue (Million), by Gaming Type 2025 & 2033
  23. Figure 23: Middle East and Africa Gaming Subscription Industry Revenue Share (%), by Gaming Type 2025 & 2033
  24. Figure 24: Middle East and Africa Gaming Subscription Industry Revenue (Million), by Country 2025 & 2033
  25. Figure 25: Middle East and Africa Gaming Subscription Industry Revenue Share (%), by Country 2025 & 2033

List of Tables

  1. Table 1: Global Gaming Subscription Industry Revenue Million Forecast, by Gaming Type 2020 & 2033
  2. Table 2: Global Gaming Subscription Industry Revenue Million Forecast, by Region 2020 & 2033
  3. Table 3: Global Gaming Subscription Industry Revenue Million Forecast, by Gaming Type 2020 & 2033
  4. Table 4: Global Gaming Subscription Industry Revenue Million Forecast, by Country 2020 & 2033
  5. Table 5: Global Gaming Subscription Industry Revenue Million Forecast, by Gaming Type 2020 & 2033
  6. Table 6: Global Gaming Subscription Industry Revenue Million Forecast, by Country 2020 & 2033
  7. Table 7: Global Gaming Subscription Industry Revenue Million Forecast, by Gaming Type 2020 & 2033
  8. Table 8: Global Gaming Subscription Industry Revenue Million Forecast, by Country 2020 & 2033
  9. Table 9: Global Gaming Subscription Industry Revenue Million Forecast, by Gaming Type 2020 & 2033
  10. Table 10: Global Gaming Subscription Industry Revenue Million Forecast, by Country 2020 & 2033
  11. Table 11: Global Gaming Subscription Industry Revenue Million Forecast, by Gaming Type 2020 & 2033
  12. Table 12: Global Gaming Subscription Industry Revenue Million Forecast, by Country 2020 & 2033
  13. Table 13: Global Gaming Subscription Industry Revenue Million Forecast, by Gaming Type 2020 & 2033
  14. Table 14: Global Gaming Subscription Industry Revenue Million Forecast, by Country 2020 & 2033

Frequently Asked Questions

1. What is the projected Compound Annual Growth Rate (CAGR) of the Gaming Subscription Industry?

The projected CAGR is approximately 9.84%.

2. Which companies are prominent players in the Gaming Subscription Industry?

Key companies in the market include Nintendo Switch Online (Nintendo Co Ltd), Prime Gaming (Amazon Inc )*List Not Exhaustive, Google Play Pass (Google LLC), Humble Bundle Inc, Amazon Luna (Amazon Inc ), PlayStation Now (Sony Corporation), EA Play (Electronic Arts Inc ), Tencent Holdings Ltd, Uplay Pass (Ubisoft), Xbox (Game Pass) (Microsoft Corporation), Epic games Inc, GeForce Now (NVIDIA), Apple Arcade (Apple Inc ).

3. What are the main segments of the Gaming Subscription Industry?

The market segments include Gaming Type .

4. Can you provide details about the market size?

The market size is estimated to be USD 10.92 Million as of 2022.

5. What are some drivers contributing to market growth?

Increasing Need for Tools to Make Work Seamless and Agile; Continuous Innovation in Team Collaborative Tool Offerings.

6. What are the notable trends driving market growth?

Mobile gaming to Drive the Market Growth.

7. Are there any restraints impacting market growth?

Compliance and Governance Issues.

8. Can you provide examples of recent developments in the market?

March 2022- The Nintendo Switch Online (Nintendo Co. Ltd) announced new additions that include three Sega Genesis games. Light Crusader, Super Fantasy Zone, and Alien Soldier are among the most recent additions.

9. What pricing options are available for accessing the report?

Pricing options include single-user, multi-user, and enterprise licenses priced at USD 4750, USD 5250, and USD 8750 respectively.

10. Is the market size provided in terms of value or volume?

The market size is provided in terms of value, measured in Million.

11. Are there any specific market keywords associated with the report?

Yes, the market keyword associated with the report is "Gaming Subscription Industry," which aids in identifying and referencing the specific market segment covered.

12. How do I determine which pricing option suits my needs best?

The pricing options vary based on user requirements and access needs. Individual users may opt for single-user licenses, while businesses requiring broader access may choose multi-user or enterprise licenses for cost-effective access to the report.

13. Are there any additional resources or data provided in the Gaming Subscription Industry report?

While the report offers comprehensive insights, it's advisable to review the specific contents or supplementary materials provided to ascertain if additional resources or data are available.

14. How can I stay updated on further developments or reports in the Gaming Subscription Industry?

To stay informed about further developments, trends, and reports in the Gaming Subscription Industry, consider subscribing to industry newsletters, following relevant companies and organizations, or regularly checking reputable industry news sources and publications.

Methodology

Step 1 - Identification of Relevant Samples Size from Population Database

Step Chart
Bar Chart
Method Chart

Step 2 - Approaches for Defining Global Market Size (Value, Volume* & Price*)

Approach Chart
Top-down and bottom-up approaches are used to validate the global market size and estimate the market size for manufactures, regional segments, product, and application.

Note*: In applicable scenarios

Step 3 - Data Sources

Primary Research

  • Web Analytics
  • Survey Reports
  • Research Institute
  • Latest Research Reports
  • Opinion Leaders

Secondary Research

  • Annual Reports
  • White Paper
  • Latest Press Release
  • Industry Association
  • Paid Database
  • Investor Presentations
Analyst Chart

Step 4 - Data Triangulation

Involves using different sources of information in order to increase the validity of a study

These sources are likely to be stakeholders in a program - participants, other researchers, program staff, other community members, and so on.

Then we put all data in single framework & apply various statistical tools to find out the dynamic on the market.

During the analysis stage, feedback from the stakeholder groups would be compared to determine areas of agreement as well as areas of divergence

Additionally, after gathering mixed and scattered data from a wide range of sources, data is triangulated and correlated to come up with estimated figures which are further validated through primary mediums or industry experts, opinion leaders.