Online Board Games Industry CAGR Growth Drivers and Trends: Forecasts 2026-2034

Online Board Games Industry by Type (Advertising, In-App Purchase), by North America (United States, Canada), by Europe (United Kingdom, Germany, Spain, France, Rest of Europe), by Asia Pacific (China, India, Japan, South Korea, Rest of Asia Pacific), by Latin America (Brazil, Mexico), by Middle East and Africa (Saudi Arabia, South Africa, Nigeria) Forecast 2026-2034

Jan 26 2026
Base Year: 2025

234 Pages
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Online Board Games Industry CAGR Growth Drivers and Trends: Forecasts 2026-2034


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Key Insights

The global online board game market, estimated at 15.82 billion in 2025, is projected for substantial expansion with a Compound Annual Growth Rate (CAGR) of 10.58%. This growth is propelled by enhanced digital accessibility and evolving player engagement strategies.

Online Board Games Industry Research Report - Market Overview and Key Insights

Online Board Games Industry Market Size (In Billion)

30.0B
20.0B
10.0B
0
15.82 B
2025
17.49 B
2026
19.34 B
2027
21.39 B
2028
23.65 B
2029
26.16 B
2030
28.93 B
2031
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Key growth drivers include the widespread adoption of high-speed internet and mobile devices, expanding the player base for both digital adaptations of classic titles and original online board games. The inherent convenience of playing anytime, anywhere, and with a global community is a significant market attraction. Innovations such as advanced multiplayer functionalities, superior graphics, and integrated social features further enrich the gaming experience, fostering deeper engagement among a diverse audience of enthusiasts.

Online Board Games Industry Market Size and Forecast (2024-2030)

Online Board Games Industry Company Market Share

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The market is segmented by monetization strategies, including advertising, in-app purchases, and direct sales, offering varied revenue streams. Major industry players like Zynga, Tencent, and Nintendo are spearheading innovation, though they navigate challenges related to sustained player retention and intense market competition.

Emerging trends like the integration of augmented reality (AR) and virtual reality (VR) technologies promise more immersive gameplay experiences. The growing prominence of esports and competitive online gaming also expands the market's appeal, opening avenues for lucrative tournaments.

However, the market faces ongoing challenges, including the necessity for frequent content updates to maintain user interest, ensuring seamless cross-platform compatibility, and addressing concerns regarding potential gaming addiction. Competition from alternative entertainment forms also presents a long-term restraint.

Success in this dynamic market will require continuous innovation, a strong focus on community building, and adaptability to technological shifts. Geographically, North America and Asia Pacific are anticipated to lead growth due to high internet penetration and disposable income, followed by Europe and other emerging regions.

Online Board Games Industry: A Comprehensive Market Report (2019-2033)

This detailed report provides a comprehensive analysis of the online board games industry, offering invaluable insights for businesses, investors, and stakeholders. The study period covers 2019-2033, with a base year of 2025 and a forecast period of 2025-2033. The historical period analyzed is 2019-2024. The report projects a market size exceeding $XX Million by 2033, driven by factors detailed within.

Online Board Games Industry Market Structure & Competitive Dynamics

The online board games market exhibits a moderately concentrated structure, with key players like Zynga Inc., Tencent Holdings Limited, and Nintendo Co Ltd holding significant market share. However, a vibrant ecosystem of smaller studios and independent developers contributes to innovation and diversification. Market share is dynamic, influenced by successful product launches, marketing campaigns, and mergers and acquisitions (M&A). In recent years, M&A activity has been notable, with deals valued at $XX Million, predominantly focused on acquiring smaller studios with innovative game concepts. Regulatory frameworks vary by region, influencing data privacy, content moderation, and in-app purchase policies. The market faces competition from substitute entertainment options, such as mobile gaming, streaming services, and social media platforms. End-user trends towards social gaming and casual play significantly drive market growth.

  • Market Concentration: Moderately concentrated, with leading players holding a combined XX% market share.
  • M&A Activity: Significant activity observed in recent years, totaling $XX Million in deal value.
  • Regulatory Landscape: Varies regionally, impacting monetization strategies and content policies.
  • Substitute Products: Mobile games, streaming services, and social media pose competitive threats.
  • End-User Trends: Increasing demand for social and casual online board games.

Online Board Games Industry Industry Trends & Insights

The online board games market demonstrates a robust Compound Annual Growth Rate (CAGR) of XX% during the forecast period (2025-2033). This growth is fueled by factors such as rising smartphone penetration, increasing internet access, and the growing popularity of casual gaming amongst diverse demographics. Technological disruptions, including advancements in game engines and cloud computing, enhance game quality and accessibility. Consumer preference shifts toward interactive and social gaming experiences shape product development. Competitive dynamics are highly dynamic, with continuous innovation and strategic partnerships driving market evolution. Market penetration within key demographics remains relatively high but offers scope for expansion into untapped markets.

Dominant Markets & Segments in Online Board Games Industry

The North American market holds the dominant position within the online board games industry, driven by high internet penetration, strong consumer spending power, and a mature gaming culture. Within the market segmentation by revenue type, In-App Purchases contribute the largest share, followed by App Purchases and Advertising.

  • Key Drivers for North American Dominance:
    • High internet and smartphone penetration.
    • Strong consumer spending power on digital entertainment.
    • Established gaming culture and infrastructure.
  • Segment Analysis:
    • In-App Purchases: Highest revenue contributor due to the freemium model's popularity.
    • App Purchases: Significant revenue stream, particularly for premium games.
    • Advertising: Growing segment, leveraging targeted advertising models.

Online Board Games Industry Product Innovations

Recent product innovations focus on enhancing social features, incorporating augmented reality (AR) or virtual reality (VR) elements, and improving cross-platform compatibility. These innovations aim to enhance the user experience, increase engagement, and expand the market reach. Games featuring simpler mechanics and faster playtime cater to busy lifestyles and increased accessibility.

Report Segmentation & Scope

This report segments the online board games market by revenue type: Advertising, In-App Purchase, and App Purchase. Each segment's analysis includes growth projections, market size estimates, and competitive dynamics. For instance, In-App Purchases are projected to experience the highest CAGR (XX%), while App Purchases are expected to maintain a stable growth rate of XX% throughout the forecast period. Competitive dynamics within each segment vary, with established players dominating In-App Purchases and a more diversified landscape in App Purchases. The Advertising segment is anticipated to demonstrate slower but consistent growth.

Key Drivers of Online Board Games Industry Growth

Several factors contribute to the online board games industry's growth. Technological advancements like improved game engines and cloud-based infrastructure enhance gaming experiences, leading to wider adoption. The rise of mobile gaming and easy accessibility through smartphones fuels expansion. Economic factors like increasing disposable income and a preference for affordable entertainment options further drive growth. Supportive government regulations fostering the digital entertainment sector in several key regions are positive influences.

Challenges in the Online Board Games Industry Sector

The industry faces challenges such as intense competition, piracy, and the need for continuous innovation to maintain user engagement. The cost of developing high-quality graphics and engaging game mechanics can be substantial, affecting smaller studios' competitiveness. Regulatory uncertainties concerning data privacy and in-app purchases also pose significant hurdles. Fluctuations in consumer spending due to economic downturns can impact the market's performance.

Leading Players in the Online Board Games Industry Market

  • Zynga Inc
  • Marmalade Game Studio
  • Versus Evil LLC
  • SubZero Entertainment Pvt Ltd
  • Fantasy Flight Publishing Inc
  • GungHo Online Entertainment Inc (SoftBank Group)
  • Tencent Holdings Limited
  • Chess.com
  • Nintendo Co Ltd
  • Handelabra Games
  • Czech Games Edition
  • Asmodee Digital
  • Hurrican Edition SA

Key Developments in Online Board Games Industry Sector

  • June 2022: Zynga Inc. introduced "Clubs" in Words With Friends 2, enhancing social interaction.
  • June 2022: Hasbro partnered with the New York Times to launch "Wordle: The Party Game," leveraging a popular online puzzle's success.

Strategic Online Board Games Industry Market Outlook

The online board games market presents significant opportunities for growth and innovation. Strategic investments in advanced technologies, innovative game mechanics, and enhanced social features will drive future market expansion. Focusing on untapped markets and exploring new monetization strategies will be crucial for success. Partnerships and collaborations can facilitate market penetration and product development. The continued evolution of mobile technology and wider internet access globally will further support long-term market growth and expansion.

Online Board Games Industry Segmentation

  • 1. Type
    • 1.1. Advertising
    • 1.2. In-App Purchase

Online Board Games Industry Segmentation By Geography

  • 1. North America
    • 1.1. United States
    • 1.2. Canada
  • 2. Europe
    • 2.1. United Kingdom
    • 2.2. Germany
    • 2.3. Spain
    • 2.4. France
    • 2.5. Rest of Europe
  • 3. Asia Pacific
    • 3.1. China
    • 3.2. India
    • 3.3. Japan
    • 3.4. South Korea
    • 3.5. Rest of Asia Pacific
  • 4. Latin America
    • 4.1. Brazil
    • 4.2. Mexico
  • 5. Middle East and Africa
    • 5.1. Saudi Arabia
    • 5.2. South Africa
    • 5.3. Nigeria
Online Board Games Industry Market Share by Region - Global Geographic Distribution

Online Board Games Industry Regional Market Share

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Geographic Coverage of Online Board Games Industry

Higher Coverage
Lower Coverage
No Coverage

Online Board Games Industry REPORT HIGHLIGHTS

AspectsDetails
Study Period 2020-2034
Base Year 2025
Estimated Year 2026
Forecast Period2026-2034
Historical Period2020-2025
Growth RateCAGR of 10.58% from 2020-2034
Segmentation
    • By Type
      • Advertising
      • In-App Purchase
  • By Geography
    • North America
      • United States
      • Canada
    • Europe
      • United Kingdom
      • Germany
      • Spain
      • France
      • Rest of Europe
    • Asia Pacific
      • China
      • India
      • Japan
      • South Korea
      • Rest of Asia Pacific
    • Latin America
      • Brazil
      • Mexico
    • Middle East and Africa
      • Saudi Arabia
      • South Africa
      • Nigeria

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. Growing Internet penetration; Increasing Users of Smartphones
      • 3.3. Market Restrains
        • 3.3.1. High complexity in designing and manufacturing emerging non-volatile memory devices
      • 3.4. Market Trends
        • 3.4.1. Increasing Users of Smartphones
  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 Online Board Games Industry Analysis, Insights and Forecast, 2020-2032
    • 5.1. Market Analysis, Insights and Forecast - by Type
      • 5.1.1. Advertising
      • 5.1.2. In-App Purchase
    • 5.2. Market Analysis, Insights and Forecast - by Region
      • 5.2.1. North America
      • 5.2.2. Europe
      • 5.2.3. Asia Pacific
      • 5.2.4. Latin America
      • 5.2.5. Middle East and Africa
  6. 6. North America Online Board Games Industry Analysis, Insights and Forecast, 2020-2032
    • 6.1. Market Analysis, Insights and Forecast - by Type
      • 6.1.1. Advertising
      • 6.1.2. In-App Purchase
  7. 7. Europe Online Board Games Industry Analysis, Insights and Forecast, 2020-2032
    • 7.1. Market Analysis, Insights and Forecast - by Type
      • 7.1.1. Advertising
      • 7.1.2. In-App Purchase
  8. 8. Asia Pacific Online Board Games Industry Analysis, Insights and Forecast, 2020-2032
    • 8.1. Market Analysis, Insights and Forecast - by Type
      • 8.1.1. Advertising
      • 8.1.2. In-App Purchase
  9. 9. Latin America Online Board Games Industry Analysis, Insights and Forecast, 2020-2032
    • 9.1. Market Analysis, Insights and Forecast - by Type
      • 9.1.1. Advertising
      • 9.1.2. In-App Purchase
  10. 10. Middle East and Africa Online Board Games Industry Analysis, Insights and Forecast, 2020-2032
    • 10.1. Market Analysis, Insights and Forecast - by Type
      • 10.1.1. Advertising
      • 10.1.2. In-App Purchase
  11. 11. Competitive Analysis
    • 11.1. Global Market Share Analysis 2025
      • 11.2. Company Profiles
        • 11.2.1 Zynga Inc
          • 11.2.1.1. Overview
          • 11.2.1.2. Products
          • 11.2.1.3. SWOT Analysis
          • 11.2.1.4. Recent Developments
          • 11.2.1.5. Financials (Based on Availability)
        • 11.2.2 Marmalade Game Studio
          • 11.2.2.1. Overview
          • 11.2.2.2. Products
          • 11.2.2.3. SWOT Analysis
          • 11.2.2.4. Recent Developments
          • 11.2.2.5. Financials (Based on Availability)
        • 11.2.3 Versus Evil LLC
          • 11.2.3.1. Overview
          • 11.2.3.2. Products
          • 11.2.3.3. SWOT Analysis
          • 11.2.3.4. Recent Developments
          • 11.2.3.5. Financials (Based on Availability)
        • 11.2.4 SubZero Entertainment Pvt Ltd
          • 11.2.4.1. Overview
          • 11.2.4.2. Products
          • 11.2.4.3. SWOT Analysis
          • 11.2.4.4. Recent Developments
          • 11.2.4.5. Financials (Based on Availability)
        • 11.2.5 Fantasy Flight Publishing Inc
          • 11.2.5.1. Overview
          • 11.2.5.2. Products
          • 11.2.5.3. SWOT Analysis
          • 11.2.5.4. Recent Developments
          • 11.2.5.5. Financials (Based on Availability)
        • 11.2.6 GungHo Online Entertainment Inc ( SoftBank Group)
          • 11.2.6.1. Overview
          • 11.2.6.2. Products
          • 11.2.6.3. SWOT Analysis
          • 11.2.6.4. Recent Developments
          • 11.2.6.5. Financials (Based on Availability)
        • 11.2.7 Tencent Holdings Limited
          • 11.2.7.1. Overview
          • 11.2.7.2. Products
          • 11.2.7.3. SWOT Analysis
          • 11.2.7.4. Recent Developments
          • 11.2.7.5. Financials (Based on Availability)
        • 11.2.8 Chess com*List Not Exhaustive
          • 11.2.8.1. Overview
          • 11.2.8.2. Products
          • 11.2.8.3. SWOT Analysis
          • 11.2.8.4. Recent Developments
          • 11.2.8.5. Financials (Based on Availability)
        • 11.2.9 Nintendo Co Ltd
          • 11.2.9.1. Overview
          • 11.2.9.2. Products
          • 11.2.9.3. SWOT Analysis
          • 11.2.9.4. Recent Developments
          • 11.2.9.5. Financials (Based on Availability)
        • 11.2.10 Handelabra Games
          • 11.2.10.1. Overview
          • 11.2.10.2. Products
          • 11.2.10.3. SWOT Analysis
          • 11.2.10.4. Recent Developments
          • 11.2.10.5. Financials (Based on Availability)
        • 11.2.11 Czech Games Edition
          • 11.2.11.1. Overview
          • 11.2.11.2. Products
          • 11.2.11.3. SWOT Analysis
          • 11.2.11.4. Recent Developments
          • 11.2.11.5. Financials (Based on Availability)
        • 11.2.12 Asmodee Digital
          • 11.2.12.1. Overview
          • 11.2.12.2. Products
          • 11.2.12.3. SWOT Analysis
          • 11.2.12.4. Recent Developments
          • 11.2.12.5. Financials (Based on Availability)
        • 11.2.13 Hurrican Edition SA
          • 11.2.13.1. Overview
          • 11.2.13.2. Products
          • 11.2.13.3. SWOT Analysis
          • 11.2.13.4. Recent Developments
          • 11.2.13.5. Financials (Based on Availability)

List of Figures

  1. Figure 1: Global Online Board Games Industry Revenue Breakdown (billion, %) by Region 2025 & 2033
  2. Figure 2: North America Online Board Games Industry Revenue (billion), by Type 2025 & 2033
  3. Figure 3: North America Online Board Games Industry Revenue Share (%), by Type 2025 & 2033
  4. Figure 4: North America Online Board Games Industry Revenue (billion), by Country 2025 & 2033
  5. Figure 5: North America Online Board Games Industry Revenue Share (%), by Country 2025 & 2033
  6. Figure 6: Europe Online Board Games Industry Revenue (billion), by Type 2025 & 2033
  7. Figure 7: Europe Online Board Games Industry Revenue Share (%), by Type 2025 & 2033
  8. Figure 8: Europe Online Board Games Industry Revenue (billion), by Country 2025 & 2033
  9. Figure 9: Europe Online Board Games Industry Revenue Share (%), by Country 2025 & 2033
  10. Figure 10: Asia Pacific Online Board Games Industry Revenue (billion), by Type 2025 & 2033
  11. Figure 11: Asia Pacific Online Board Games Industry Revenue Share (%), by Type 2025 & 2033
  12. Figure 12: Asia Pacific Online Board Games Industry Revenue (billion), by Country 2025 & 2033
  13. Figure 13: Asia Pacific Online Board Games Industry Revenue Share (%), by Country 2025 & 2033
  14. Figure 14: Latin America Online Board Games Industry Revenue (billion), by Type 2025 & 2033
  15. Figure 15: Latin America Online Board Games Industry Revenue Share (%), by Type 2025 & 2033
  16. Figure 16: Latin America Online Board Games Industry Revenue (billion), by Country 2025 & 2033
  17. Figure 17: Latin America Online Board Games Industry Revenue Share (%), by Country 2025 & 2033
  18. Figure 18: Middle East and Africa Online Board Games Industry Revenue (billion), by Type 2025 & 2033
  19. Figure 19: Middle East and Africa Online Board Games Industry Revenue Share (%), by Type 2025 & 2033
  20. Figure 20: Middle East and Africa Online Board Games Industry Revenue (billion), by Country 2025 & 2033
  21. Figure 21: Middle East and Africa Online Board Games Industry Revenue Share (%), by Country 2025 & 2033

List of Tables

  1. Table 1: Global Online Board Games Industry Revenue billion Forecast, by Type 2020 & 2033
  2. Table 2: Global Online Board Games Industry Revenue billion Forecast, by Region 2020 & 2033
  3. Table 3: Global Online Board Games Industry Revenue billion Forecast, by Type 2020 & 2033
  4. Table 4: Global Online Board Games Industry Revenue billion Forecast, by Country 2020 & 2033
  5. Table 5: United States Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  6. Table 6: Canada Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  7. Table 7: Global Online Board Games Industry Revenue billion Forecast, by Type 2020 & 2033
  8. Table 8: Global Online Board Games Industry Revenue billion Forecast, by Country 2020 & 2033
  9. Table 9: United Kingdom Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  10. Table 10: Germany Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  11. Table 11: Spain Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  12. Table 12: France Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  13. Table 13: Rest of Europe Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  14. Table 14: Global Online Board Games Industry Revenue billion Forecast, by Type 2020 & 2033
  15. Table 15: Global Online Board Games Industry Revenue billion Forecast, by Country 2020 & 2033
  16. Table 16: China Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  17. Table 17: India Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  18. Table 18: Japan Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  19. Table 19: South Korea Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  20. Table 20: Rest of Asia Pacific Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  21. Table 21: Global Online Board Games Industry Revenue billion Forecast, by Type 2020 & 2033
  22. Table 22: Global Online Board Games Industry Revenue billion Forecast, by Country 2020 & 2033
  23. Table 23: Brazil Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  24. Table 24: Mexico Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  25. Table 25: Global Online Board Games Industry Revenue billion Forecast, by Type 2020 & 2033
  26. Table 26: Global Online Board Games Industry Revenue billion Forecast, by Country 2020 & 2033
  27. Table 27: Saudi Arabia Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  28. Table 28: South Africa Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033
  29. Table 29: Nigeria Online Board Games Industry Revenue (billion) Forecast, by Application 2020 & 2033

Frequently Asked Questions

1. What is the projected Compound Annual Growth Rate (CAGR) of the Online Board Games Industry?

The projected CAGR is approximately 10.58%.

2. Which companies are prominent players in the Online Board Games Industry?

Key companies in the market include Zynga Inc, Marmalade Game Studio, Versus Evil LLC, SubZero Entertainment Pvt Ltd, Fantasy Flight Publishing Inc, GungHo Online Entertainment Inc ( SoftBank Group), Tencent Holdings Limited, Chess com*List Not Exhaustive, Nintendo Co Ltd, Handelabra Games, Czech Games Edition, Asmodee Digital, Hurrican Edition SA.

3. What are the main segments of the Online Board Games Industry?

The market segments include Type.

4. Can you provide details about the market size?

The market size is estimated to be USD 15.82 billion as of 2022.

5. What are some drivers contributing to market growth?

Growing Internet penetration; Increasing Users of Smartphones.

6. What are the notable trends driving market growth?

Increasing Users of Smartphones.

7. Are there any restraints impacting market growth?

High complexity in designing and manufacturing emerging non-volatile memory devices.

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

June 2022: Zynga Inc., a wholly-owned brand label of Take-Two Interactive, announced that Words With Friends 2 is introducing Clubs. This new feature expands the word game's social experience by offering shared spaces that players use together.

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 billion.

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

Yes, the market keyword associated with the report is "Online Board Games 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 Online Board Games Industry report?

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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.