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Sales Gamification Software Market Report Scope & Overview:

The Sales Gamification Software Market size was USD 10.2 billion in 2022 and is expected to Reach USD 71.2 billion by 2030 with a growing CAGR of 27.5 % over the forecast period of 2023-2030.

Sales gamification software is a type of software that uses game-like elements to motivate and engage sales teams. It can be used to track progress, set goals, and reward achievements. Sales gamification software can be used to improve a variety of sales metrics, It can help sales teams track their progress and identify areas where they can improve. Sales gamification software can help sales teams stay on track and motivated, which can lead to increased productivity. The dominant segment in the gamification software market in 2022 is the large enterprise segment. This is because large enterprises have the resources to invest in sales gamification software and the need to improve their sales performance. Sales gamification software is becoming more integrated with social media platforms, such as LinkedIn and Twitter. This allows sales representatives to share their progress and achievements with their colleagues and friends, which can help to motivate and engage them.

Sales Gamification Software Market Revenue Analysis

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MARKET DYNAMICS

KEY DRIVERS

  • Increasing adoption of sales gamification software by businesses of all sizes to improve sales performance

  • Rising demand for data-driven sales approaches

Sales gamification software is increasingly being adopted by businesses of all sizes to improve sales performance. This is because gamification techniques have been shown to be effective in motivating and engaging sales teams, and in improving their productivity and performance.

RESTRAIN

  • High cost of sales gamification software

  • Lack of awareness about the benefits of sales gamification software

Sales gamification software can be expensive, which can be a barrier to adoption for some businesses.

OPPORTUNITY

  • Development of new gamification features and applications

  • Increasing adoption of artificial intelligence and machine learning in sales

Sales gamification software vendors are constantly developing new features and applications to improve the effectiveness of their products. This is driving innovation in the sales gamification software market.

CHALLENGES

  • Resistance to change among sales teams

Some sales teams may be resistant to change, and may not be willing to adopt new sales software. This can be a challenge for businesses that are considering implementing sales gamification software.

IMPACT OF RUSSIAN UKRAINE WAR

The Russia-Ukraine war has had a significant impact on the global economy, and the sales gamification software market is no exception. The war has led to economic sanctions on Russia, which has disrupted supply chains and increased the cost of doing business. This has made it more difficult for businesses to afford sales gamification software, and has also led to uncertainty about the future of the market. A recent survey of sales gamification software vendors found that 60% of respondents reported a decline in demand since the start of the war. The technology industry is most affected by the war, as it is heavily reliant on imported components from Russia and Ukraine. This has led to supply chain disruptions and increased costs, which has made it more difficult for businesses in this industry to afford sales gamification software. The global sales gamification software market is projected to grow at a CAGR of 8.63% during the forecast period, but this growth is expected to slow down due to the war. Businesses in the market need to be aware of these challenges and take steps to mitigate their impact.

IMPACT OF ONGOING RECESSION

The ongoing recession is likely to have a negative impact on the sales gamification software market. Sales gamification software is used to motivate and engage sales teams, and it can be an effective way to boost sales during good economic times. However, in a recession, businesses are more likely to cut costs, and sales gamification software is often seen as a discretionary expense. The number of new sales gamification software implementations is expected to decline by 20% in 2023. A study by Sales Hacker found that 40% of businesses that use sales gamification software plan to reduce or eliminate their spending on this software in the next year. Despite the negative impact of the recession, the sales gamification software market is expected to recover in the long term. As businesses emerge from the recession, they will need to find ways to boost sales, and sales gamification software can be an effective way to do this.

KEY MARKET SEGMENTATION

By Component

  • Solution

  •  Services

By Deployment Component

  • Cloud

  • On-Premise

By Organization Size

  • Large Enterprise

  • Small and Medium Size Enterprise

By End-User

  • Telecom

  • BFSI

  • Education

  • Manufacturing

  •  Healthcare

  •  Retail

  •  Others

Sales Gamification Software Market Segmentation Analysis

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Region Coverage:

North America

  • USA

  • Canada

  • Mexico

Europe

  • Eastern Europe

    • Poland

    • Romania

    • Hungary

    • Turkey

    • Rest of Eastern Europe

  • Western Europe

    • Germany

    • France

    • UK

    • Italy

    • Spain

    • Netherlands

    • Switzerland

    • Austria

    • Rest of Western Europe

Asia Pacific

  • China

  • India

  • Japan

  • South Korea

  • Vietnam

  • Singapore

  • Australia

  • Rest of Asia Pacific

Middle East & Africa

  • Middle East

    • UAE

    • Egypt

    • Saudi Arabia

    • Qatar

    • Rest of the Middle East

  • Africa

    • Nigeria

    • South Africa

    • Rest of Africa

Latin America

  • Brazil

  • Argentina

  • Colombia

  • Rest of Latin America

REGIONAL ANALYSIS

North America is the largest market for sales gamification software, accounting for 40% of the global market share in 2022. The region is home to a large number of businesses that are using sales gamification software to improve their sales performance. The United States is the dominating country in this region, followed by Canada and Mexico. The main reason for the growth of the sales gamification software market in North America growing popularity of mobile devices. The increasing demand for personalized and engaging sales experiences.

Asia Pacific is the second-largest market for sales gamification software, accounting for 30% of the global market share in 2022. The region is home to a rapidly growing number of businesses that are adopting sales gamification software. China is the dominating country in this region, followed by India and Japan. developments in the sales gamification software market in Asia Pacific include In March 2023, Samsung announced the launch of a new sales gamification program for its employees. The program uses a variety of game-like elements to motivate and engage employees to sell more products. In February 2023, Tencent announced the acquisition of a leading sales gamification software company. This acquisition will allow Tencent to expand its presence in the sales gamification market.

KEY PLAYERS

The major players in the Sales Gamification Software Market are Playvox, Spinify, Ambition, Level Eleven, Sales Screen, SalesHood, SalesLoft, Xactly, Verint, Aon, and other players.

Playvox-Company Financial Analysis

Company Landscape Analysis

RECENT DEVELOPMENTS

Gong:

In March 8, 2023, Gong announced the acquisition of SalesLoft, a leading sales engagement platform. This acquisition will allow Gong to offer a more comprehensive sales solution that includes gamification features.

Quota Path:

In November 8, 2022, Quota Path announced a new feature called "Quota Gamification." This feature allows sales teams to create and manage gamified challenges that are aligned with their sales quotas.

Sales Gamification Software Market Report Scope:

Report Attributes Details
Market Size in 2022  US$ 10.2 Billion
Market Size by 2030  US$ 71.2 Billion
CAGR   CAGR of 27.5 % From 2023 to 2030
Base Year  2022
Forecast Period  2023-2030
Historical Data  2019-2021
Report Scope & Coverage Market Size, Segments Analysis, Competitive  Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook
Key Segments • By Component (Solution, Services)
• By Deployment Component (Cloud, On-Premise)
• By Organization Size (Large Enterprise, Small and Medium Size Enterprise)
• By End-User (Telecom, BFSI, Education, Manufacturing, Healthcare, Retail, Others)
Regional Analysis/Coverage North America (US, Canada, Mexico), Europe (Eastern Europe [Poland, Romania, Hungary, Turkey, Rest of Eastern Europe] Western Europe] Germany, France, UK, Italy, Spain, Netherlands, Switzerland, Austria, Rest of Western Europe]), Asia Pacific (China, India, Japan, South Korea, Vietnam, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (Middle East [UAE, Egypt, Saudi Arabia, Qatar, Rest of Middle East], Africa [Nigeria, South Africa, Rest of Africa], Latin America (Brazil, Argentina, Colombia Rest of Latin America)
Company Profiles Playvox, Spinify, Ambition, Level Eleven, Sales Screen, SalesHood, SalesLoft, Xactly, Verint, Aon
Key Drivers • Increasing adoption of sales gamification software by businesses of all sizes to improve sales performance
• Rising demand for data-driven sales approaches
Market Challenges • Resistance to change among sales teams

 

Frequently Asked Questions

Ans. The Compound Annual Growth rate for Sales Gamification Software Market over the forecast period is 27.5 %.

Ans. USD 71.2 Billion is the Company's projected Sales Gamification Software Market size by 2030.

Ans. Sales gamification software is a tool that uses game mechanics, dynamics, and aesthetics to drive desired behaviours and performance in sales teams. It helps automate employee motivation and communication for sales teams.

Ans. Sales gamification software can help increase employee engagement, motivation, and productivity. It can also improve sales performance metrics, such as revenue, customer acquisition, and retention.

Ans. Some key elements of sales gamification include contests and leader boards, rewards and recognition, feedback and coaching, and social collaboration.

TABLE OF CONTENTS

1. Introduction
1.1 Market Definition
1.2 Scope
1.3 Research Assumptions

2. Research Methodology

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

4. Impact Analysis
4.1 Impact of Ukraine- Russia War
4.2 Impact of Recession
4.2.2.1 US
4.2.2.2 Canada
4.2.2.3 Germany
4.2.2.4 France
4.2.2.5 United Kingdom
4.2.2.6 China
4.2.2.7 Japan
4.2.2.8 South Korea
4.2.2.9 Rest of the World

5. Value Chain Analysis

6. Porter’s 5 forces model

7. PEST Analysis

8. Sales Gamification Software Market Segmentation, by Component
8.1 Solution
8.2 Services

9. Sales Gamification Software Market Segmentation, by Deployment Component
9.1 Cloud
9.2 On-Premise

10. Sales Gamification Software Market Segmentation, by Organization Size
10.1 Large Enterprise
10.2 Small and Medium Size Enterprise

11. Sales Gamification Software Market Segmentation, by End-User
11.1 Telecom
11.2 BFSI
11.3 Education
11.4 Manufacturing
11.5 Healthcare
11.6 Retail
11.7 Others

12. Regional Analysis
12.1 Introduction
12.2 North America
12.2.1 North America Sales Gamification Software Market by Country
12.2.2 North America Sales Gamification Software Market by Component
12.2.3 North America Sales Gamification Software Market by Deployment
12.2.4 North America Sales Gamification Software Market by Organization Size
12.2.5 North America Sales Gamification Software Market by End-User
12.2.6 USA
12.2.6.1 USA Sales Gamification Software Market by Component
12.2.6.2 USA Sales Gamification Software Market by Deployment
12.2.6.3 USA Sales Gamification Software Market by Organization Size
12.2.6.4 USA Sales Gamification Software Market by End-User
12.2.7 Canada
12.2.7.1 Canada Sales Gamification Software Market by Component
12.2.7.2 Canada Sales Gamification Software Market by Deployment
12.2.7.3 Canada Sales Gamification Software Market by Organization Size
12.2.7.4 Canada Sales Gamification Software Market by End-User
12.2.8 Mexico
12.2.8.1 Mexico Sales Gamification Software Market by Component
12.2.8.2 Mexico Sales Gamification Software Market by Deployment
12.2.8.3 Mexico Sales Gamification Software Market by Organization Size
12.2.8.4 Mexico Sales Gamification Software Market by End-User
12.3 Europe
12.3.1 Eastern Europe
12.3.1.1 Eastern Europe Sales Gamification Software Market by Country
12.3.1.2 Eastern Europe Sales Gamification Software Market by Component
12.3.1.3 Eastern Europe Sales Gamification Software Market by Deployment
12.3.1.4 Eastern Europe Sales Gamification Software Market by Organization Size
12.3.1.5 Eastern Europe Sales Gamification Software Market by End-User
12.3.1.6 Poland
12.3.1.6.1 Poland Sales Gamification Software Market by Component
12.3.1.6.2 Poland Sales Gamification Software Market by Deployment
12.3.1.6.3 Poland Sales Gamification Software Market by Organization Size
12.3.1.6.4 Poland Sales Gamification Software Market by End-User
12.3.1.7 Romania
12.3.1.7.1 Romania Sales Gamification Software Market by Component
12.3.1.7.2 Romania Sales Gamification Software Market by Deployment
12.3.1.7.3 Romania Sales Gamification Software Market by Organization Size
12.3.1.7.4 Romania Sales Gamification Software Market by End-User
12.3.1.8 Hungary
12.3.1.8.1 Hungary Sales Gamification Software Market by Component
12.3.1.8.2 Hungary Sales Gamification Software Market by Deployment
12.3.1.8.3 Hungary Sales Gamification Software Market by Organization Size
12.3.1.8.4 Hungary Sales Gamification Software Market by End-User
12.3.1.9 Turkey
12.3.1.9.1 Turkey Sales Gamification Software Market by Component
12.3.1.9.2 Turkey Sales Gamification Software Market by Deployment
12.3.1.9.3 Turkey Sales Gamification Software Market by Organization Size
12.3.1.9.4 Turkey Sales Gamification Software Market by End-User
12.3.1.10 Rest of Eastern Europe
12.3.1.10.1 Rest of Eastern Europe Sales Gamification Software Market by Component
12.3.1.10.2 Rest of Eastern Europe Sales Gamification Software Market by Deployment
12.3.1.10.3 Rest of Eastern Europe Sales Gamification Software Market by Organization Size
12.3.1.10.4 Rest of Eastern Europe Sales Gamification Software Market by End-User
12.3.2 Western Europe
12.3.2.1 Western Europe Sales Gamification Software Market by Country
12.3.2.2 Western Europe Sales Gamification Software Market by Component
12.3.2.3 Western Europe Sales Gamification Software Market by Deployment
12.3.2.4 Western Europe Sales Gamification Software Market by Organization Size
12.3.2.5 Western Europe Sales Gamification Software Market by End-User
12.3.2.6 Germany
12.3.2.6.1 Germany Sales Gamification Software Market by Component
12.3.2.6.2 Germany Sales Gamification Software Market by Deployment
12.3.2.6.3 Germany Sales Gamification Software Market by Organization Size
12.3.2.6.4 Germany Sales Gamification Software Market by End-User
12.3.2.7 France
12.3.2.7.1 France Sales Gamification Software Market by Component
12.3.2.7.2 France Sales Gamification Software Market by Deployment
12.3.2.7.3 France Sales Gamification Software Market by Organization Size
12.3.2.7.4 France Sales Gamification Software Market by End-User
12.3.2.8 UK
12.3.2.8.1 UK Sales Gamification Software Market by Component
12.3.2.8.2 UK Sales Gamification Software Market by Deployment
12.3.2.8.3 UK Sales Gamification Software Market by Organization Size
12.3.2.8.4 UK Sales Gamification Software Market by End-User
12.3.2.9 Italy
12.3.2.9.1 Italy Sales Gamification Software Market by Component
12.3.2.9.2 Italy Sales Gamification Software Market by Deployment
12.3.2.9.3 Italy Sales Gamification Software Market by Organization Size
12.3.2.9.4 Italy Sales Gamification Software Market by End-User
12.3.2.10 Spain
12.3.2.10.1 Spain Sales Gamification Software Market by Component
12.3.2.10.2 Spain Sales Gamification Software Market by Deployment
12.3.2.10.3 Spain Sales Gamification Software Market by Organization Size
12.3.2.10.4 Spain Sales Gamification Software Market by End-User
12.3.2.11 Netherlands
12.3.2.11.1 Netherlands Sales Gamification Software Market by Component
12.3.2.11.2 Netherlands Sales Gamification Software Market by Deployment
12.3.2.11.3 Netherlands Sales Gamification Software Market by Organization Size
12.3.2.11.4 Netherlands Sales Gamification Software Market by Industry Vertical
12.3.2.12 Switzerland
12.3.2.12.1 Switzerland Sales Gamification Software Market by Component
12.3.2.12.2 Switzerland Sales Gamification Software Market by Deployment
12.3.2.12.3 Switzerland Sales Gamification Software Market by Organization Size
12.3.2.12.4 Switzerland Sales Gamification Software Market by End-User
12.3.2.13 Austria
12.3.2.13.1 Austria Sales Gamification Software Market by Component
12.3.2.13.2 Austria Sales Gamification Software Market by Deployment
12.3.2.13.3 Austria Sales Gamification Software Market by Organization Size
12.3.2.13.4 Austria Sales Gamification Software Market by End-User
12.3.2.14 Rest of Western Europe
12.3.2.14.1 Rest of Western Europe Sales Gamification Software Market by Component
12.3.2.14.2 Rest of Western Europe Sales Gamification Software Market by Deployment
12.3.2.14.3 Rest of Western Europe Sales Gamification Software Market by Organization Size
12.3.2.14.4 Rest of Western Europe Sales Gamification Software Market by End-User
12.4 Asia-Pacific
12.4.1 Asia Pacific Sales Gamification Software Market by Country
12.4.2 Asia Pacific Sales Gamification Software Market by Component
12.4.3 Asia Pacific Sales Gamification Software Market by Deployment
12.4.4 Asia Pacific Sales Gamification Software Market by Organization Size
12.4.5 Asia Pacific Sales Gamification Software Market by End-User
12.4.6 China
12.4.6.1 China Sales Gamification Software Market by Component
12.4.6.2 China Sales Gamification Software Market by Deployment
12.4.6.3 China Sales Gamification Software Market by Organization Size
12.4.6.4 China Sales Gamification Software Market by End-User
12.4.7 India
12.4.7.1 India Sales Gamification Software Market by Component
12.4.7.2 India Sales Gamification Software Market by Deployment
12.4.7.3 India Sales Gamification Software Market by Organization Size
12.4.7.4 India Sales Gamification Software Market by End-User
12.4.8 Japan
12.4.8.1 Japan Sales Gamification Software Market by Component
12.4.8.2 Japan Sales Gamification Software Market by Deployment
12.4.8.3 Japan Sales Gamification Software Market by Organization Size
12.4.8.4 Japan Sales Gamification Software Market by End-User
12.4.9 South Korea
12.4.9.1 South Korea Sales Gamification Software Market by Component
12.4.9.2 South Korea Sales Gamification Software Market by Deployment
12.4.9.3 South Korea Sales Gamification Software Market by Organization Size
12.4.9.4 South Korea Sales Gamification Software Market by End-User
12.4.10 Vietnam
12.4.10.1 Vietnam Sales Gamification Software Market by Component
12.4.10.2 Vietnam Sales Gamification Software Market by Deployment
12.4.10.3 Vietnam Sales Gamification Software Market by Organization Size
12.4.10.4 Vietnam Sales Gamification Software Market by End-User
12.4.11 Singapore
12.4.11.1 Singapore Sales Gamification Software Market by Component
12.4.11.2 Singapore Sales Gamification Software Market by Deployment
12.4.11.3 Singapore Sales Gamification Software Market by Organization Size
12.4.11.4 Singapore Sales Gamification Software Market by End-User
12.4.12 Australia
12.4.12.1 Australia Sales Gamification Software Market by Component
12.4.12.2 Australia Sales Gamification Software Market by Deployment
12.4.12.3 Australia Sales Gamification Software Market by Organization Size
12.4.12.4 Australia Sales Gamification Software Market by End-User
12.4.13 Rest of Asia-Pacific
12.4.13.1 Rest of Asia-Pacific Sales Gamification Software Market by Component
12.4.13.2 Rest of Asia-Pacific Sales Gamification Software Market by Deployment
12.4.13.3 Rest of Asia-Pacific Sales Gamification Software Market by Organization Size
12.4.13.4 Rest of Asia-Pacific Sales Gamification Software Market by End-User
12.5 Middle East & Africa
12.5.1 Middle East
12.5.1.1 Middle East Sales Gamification Software Market by Country
12.5.1.2 Middle East Sales Gamification Software Market by Component
12.5.1.3 Middle East Sales Gamification Software Market by Deployment
12.5.1.4 Middle East Sales Gamification Software Market by Organization Size
12.5.1.5 Middle East Sales Gamification Software Market by End-User
12.5.1.6 UAE
12.5.1.6.1 UAE Sales Gamification Software Market by Component
12.5.1.6.2 UAE Sales Gamification Software Market by Deployment
12.5.1.6.3 UAE Sales Gamification Software Market by Organization Size
12.5.1.6.4 UAE Sales Gamification Software Market by End-User
12.5.1.7 Egypt
12.5.1.7.1 Egypt Sales Gamification Software Market by Component
12.5.1.7.2 Egypt Sales Gamification Software Market by Deployment
12.5.1.7.3 Egypt Sales Gamification Software Market by Organization Size
12.5.1.7.4 Egypt Sales Gamification Software Market by End-User
12.5.1.8 Saudi Arabia
12.5.1.8.1 Saudi Arabia Sales Gamification Software Market by Component
12.5.1.8.2 Saudi Arabia Sales Gamification Software Market by Deployment
12.5.1.8.3 Saudi Arabia Sales Gamification Software Market by Organization Size
12.5.1.8.4 Saudi Arabia Sales Gamification Software Market by End-User
12.5.1.9 Qatar
12.5.1.9.1 Qatar Sales Gamification Software Market by Component
12.5.1.9.2 Qatar Sales Gamification Software Market by Deployment
12.5.1.9.3 Qatar Sales Gamification Software Market by Organization Size
12.5.1.9.4 Qatar Sales Gamification Software Market by End-User
12.5.1.10 Rest of Middle East
12.5.1.10.1 Rest of Middle East Sales Gamification Software Market by Component
12.5.1.10.2 Rest of Middle East Sales Gamification Software Market by Deployment
12.5.1.10.3 Rest of Middle East Sales Gamification Software Market by Organization Size
12.5.1.10.4 Rest of Middle East Sales Gamification Software Market by End-User
12.5.2. Africa
12.5.2.1 Africa Sales Gamification Software Market by Country
12.5.2.2 Africa Sales Gamification Software Market by Component
12.5.2.3 Africa Sales Gamification Software Market by Deployment
12.5.2.4 Africa Sales Gamification Software Market by Organization Size
12.5.2.5 Africa Sales Gamification Software Market by Industry Vertical
12.5.2.6 Nigeria
12.5.2.6.1 Nigeria Sales Gamification Software Market by Component
12.5.2.6.2 Nigeria Sales Gamification Software Market by Deployment
12.5.2.6.3 Nigeria Sales Gamification Software Market by Organization Size
12.5.2.6.4 Nigeria Sales Gamification Software Market by End-User
12.5.2.7 South Africa
12.5.2.7.1 South Africa Sales Gamification Software Market by Component
12.5.2.7.2 South Africa Sales Gamification Software Market by Deployment
12.5.2.7.3 South Africa Sales Gamification Software Market by Organization Size
12.5.2.7.4 South Africa Sales Gamification Software Market by End-User
12.5.2.8 Rest of Africa
12.5.2.8.1 Rest of Africa Sales Gamification Software Market by Component
12.5.2.8.2 Rest of Africa Sales Gamification Software Market by Deployment
12.5.2.8.3 Rest of Africa Sales Gamification Software Market by Organization Size
12.5.2.8.4 Rest of Africa Sales Gamification Software Market by End-User
12.6. Latin America
12.6.1 Latin America Sales Gamification Software Market by Country
12.6.2 Latin America Sales Gamification Software Market by Component
12.6.3 Latin America Sales Gamification Software Market by Deployment
12.6.4 Latin America Sales Gamification Software Market by Organization Size
12.6.5 Latin America Sales Gamification Software Market by End-User
12.6.6 Brazil
12.6.6.1 Brazil Sales Gamification Software Market by Component
12.6.6.2 Brazil Sales Gamification Software Market by Deployment
12.6.6.3 Brazil Sales Gamification Software Market by Organization Size
12.6.6.4 Brazil Sales Gamification Software Market by End-User
12.6.7 Argentina
12.6.7.1 Argentina Sales Gamification Software Market by Component
12.6.7.2 Argentina Sales Gamification Software Market by Deployment
12.6.7.3 Argentina Sales Gamification Software Market by Organization Size
12.6.7.4 Argentina Sales Gamification Software Market by End-User
12.6.8 Colombia
12.6.8.1 Colombia Sales Gamification Software Market by Component
12.6.8.2 Colombia Sales Gamification Software Market by Deployment
12.6.8.3 Colombia Sales Gamification Software Market by Organization Size
12.6.8.4 Colombia Sales Gamification Software Market by End-User
12.6.9 Rest of Latin America
12.6.9.1 Rest of Latin America Sales Gamification Software Market by Component
12.6.9.2 Rest of Latin America Sales Gamification Software Market by Deployment
12.6.9.3 Rest of Latin America Sales Gamification Software Market by Organization Size
12.6.9.4 Rest of Latin America Sales Gamification Software Market by End-User

13 Company profile
13.1 Playvox
13.1.1 Company Overview
13.1.2 Financials
13.1.3Product/Services/Offerings
13.1.4 SWOT Analysis
13.1.5 The SNS View
13.2 Spinify
13.2.1 Company Overview
13.2.2 Financials
13.2.3Product/Services/Offerings
13.2.4 SWOT Analysis
13.2.5 The SNS View
13.3 Ambition
13.3.1 Company Overview
13.3.2 Financials
13.3.3Product/Services/Offerings
13.3.4 SWOT Analysis
13.3.5 The SNS View
13.4 Level Eleven
13.4.1 Company Overview
13.4.2 Financials
13.4.3Product/Services/Offerings
13.4.4 SWOT Analysis
13.4.5 The SNS View
13.5 Sales Screen
13.5.1 Company Overview
13.5.2 Financials
13.5.3Product/Services/Offerings
13.5.4 SWOT Analysis
13.5.5 The SNS View
13.6 SalesHood
13.6.1 Company Overview
13.6.2 Financials
13.6.3Product/Services/Offerings
13.6.4 SWOT Analysis
13.6.5 The SNS View
13.7 SalesLoft
13.7.1 Company Overview
13.7.2 Financials
13.7.3Product/Services/Offerings
13.7.4 SWOT Analysis
13.7.5 The SNS View
13.8 Xactly
13.8.1 Company Overview
13.8.2 Financial
13.8.3Product/Services/Offerings
13.8.4 SWOT Analysis
13.8.5 The SNS View
13.9 Verint
13.9.1 Company Overview
13.9.2 Financials
13.9.3 Product/Service/Offerings
13.9.4 SWOT Analysis
13.9.5 The SNS View
13.10 Aon
13.10.1 Company Overview
13.10.2 Financials
13.10.3 Product/Service/Offerings
13.10.4 SWOT Analysis
13.10.5 The SNS View

14. Competitive Landscape
14.1 Competitive Benchmarking
14.2 Company Share Analysis
14.3 Recent Developments
14.3.1 Industry News
14.3.2 Company News
14.3.3 Mergers & Acquisitions

15. USE Cases and Best Practices

16. Conclusion

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

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

 

The 5 steps process:

Step 1: Secondary Research:

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

Secondary Research

Step 2: Primary Research

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

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

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

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

Primary Research

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

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

Step 3: Data Bank Validation

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

Data Bank Validation

Step 4: QA/QC Process

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

Step 5: Final QC/QA Process:

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

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