Market Size. Number of major potential Hub customers for the EC Offerings and average number of potential Spokes for each Hub. Major IT and economic trends within the Territory today and projected over the next 3 years. Projected economic and computer industry growth.
Market Size. At the current time the market for the Company's products in the U.S. is limited to casinos in the State of Nevada. No assurance can be given that new markets will develop or that legislation permitting sports wagering in other states within the U.S. will be adopted. In addition, while sports wagering exists outside of the U.S., no assurance can be given that the Company's products would be accepted in such foreign markets or that compliance with any regulatory conditions imposed by foreign jurisdictions will be achieved.
Market Size. AND TRENDS A wholesale sales estimate by major product class and any relevant notes on growth, product, distribution, or other trends. Also a recap of major market opportunities.
Market Size. According to American Business Information, there are over 30,000 department stores in the U.S. today. These range from upscale stores like Neiman Marcus and Bloomingdale’s to more value-driven clothiers like Marshall’s and Xxxxxx’s. In addition to department stores, American Business Information states there are 200,000 apparel and accessory stores in the U.S. Of these, 17,477 are men’s clothing stores and 47,850 are women’s clothing stores. The number of department and apparel stores has been relatively stagnant over the last ten years. New stores are being opened constantly in new shopping areas, but stores in lower-traffic locations are being closed. The upsurge in catalog offerings, and more importantly Internet sites, is also limiting the growth of additional department and apparel stores. Of the entire department store market, we estimated that 50 percent, or 15,000 stores, would be a suitable market for the SmartScanner. The remaining 15,000 department stores, plus the over 65,000 men’s and women’s clothing stores, would be an appropriate target market for our less expensive, second-generation ValueScanner to be released in IMT’s third year of operation. Each department store has the potential to purchase multiple SmartScanner units. On average, it is estimated that each store could utilize at least two or three SmartScanner units. With 15,000 target department stores, we estimate the total market for the SmartScanner to be between 30,000 and 45,000 units or between $22 million and $34 million. Of course, this does not include the additional residual revenue generated from the sale of maintenance agreements. The upscale segment of the department store market is the initial and primary market. At the beginning of year two, IMT plans on developing a lower-end scanner unit for the other 15,000 department stores and 65,000 apparel stores. Similar to the upscale department stores, IMT expects to sell each of the these department stores two or three units, and probably only one unit to the men’s and women’s apparel stores. Assuming complete penetration, this comprises a market of between 95,000 and 110,000 units. At an estimated selling price of $500, this market is worth between $47 million and $55 million. In addition, a maintenance agreement will be offered to these customers to provide IMT with residual income. The specifics of this maintenance agreement will be determined on the success of the SmartScanner maintenance agreement.
Market Size. The total number of Pd-103 seeds sold in the Geographic Market Area per week, to be determined by [*].
Market Size. The Xxxxxxx Xxxxx strategy of doing business on a national level involves targeting health-care facilities in metropolitan areas from coast to coast. For the company to compete effectively in new geographic markets, it must establish and maintain a physical presence in those markets. The company has, in the past year, opened new offices in several cities, each of which serves as a hub for its region of the United States. New offices include Miami, Chicago, New York, and Los Angeles. The firm's consultants will be required to travel from the regional hubs to outlying cities, in order to personally visit current and potential clients on a regular basis.
Market Size. In the Netherlands the amount of people being 65 or older will rise from 2.6 million in 2010 to 4 million in 2030. In this group the amount of people living alone will rise from 900.000 up to 1.4 million. From this group, according to the TFI [“Tilburg Frailty Indicator”]3 Error! Reference source not found. given in the European statistics database about 450.000 people will need care support. This group will rise to 700.000 in 2030. Extrapolating these numbers to the EU population suggests around 13 million people in need of care. This will rise up to 21 million in 2030. Outside Europe, for example in North America, Japan and China, comparable trends are visible, which means technology developed within Miraculous-Life eventually can also be exported outside Europe. These figures show there is a huge potential. A study by the Dutch consultancy Companen in 20124 shows that the number of elderly living at home but with a need for care will rise from 0,9% in 1,5% of the total population between 2012 and 2022. This was based on a study in the Sittard-Geleen area, a community with approx. 100.000 inhabitants. Extrapolating this figure shows that, only in the Netherlands, there will be approx. 250.000 elderly living at home with need of support in 2022. Extrapolating this figure to the EU indicates that the total potential is approx. 5 million people in 2022. In Switzerland we see comparable trends as in the Netherlands: according to the Swiss Federal Statistical Office (xxxx://xxx.xxx.xxxxx.xx/), 20% of the seniors (+65 years old) living in a private household are unable to perform at least one instrumental activity of daily living (IADL), and are thus in need of support. This is a group of approx. 280.000 people, but this includes people not living alone. The percentage of persons limited in IADLs rises with age (14% aged 65-79; 38% aged +80), and women (47%) are more likely to be limited than men (27%) in the same age range. 3% of Swiss seniors (aged +65) living in a private household are also unable to perform at least one activity of daily living (ADL) without help or only with great difficulty. Not surprisingly, the proportion of older person limited in ADL rises with the age (2% aged 65-79; 8% aged +80).
Market Size. Austin is the capital of Texas, located near the center of the state approximately 70 miles north of San Antonio and 200 miles south of Dallas. The city has a population of roughly 500,000 and is the hub of a metropolitan area of more than 1 million people. It is home to the nation's largest university, as well as many offices related to the state government and also a booming business community, including the headquarters of Dell Computer Corp. and Whole Foods Market, the nation's largest retailer of natural foods.
Market Size. There is a significant market opportunity for the PalmPal system. Below are some recent figures from the National Automobile Dealers Association show:
1. Total auto dealership sales are more than $500 billion annually and growing.
2. There are more than 22,500 new-automobile dealerships in the United States.
3. The industry has consolidated drastically, with the number of smaller automobile dealerships selling fewer than 150 vehicles annually, shrinking from 13,100 in 1977 to 4,540 in 1997.
4. Information systems have become steadily more important to the remaining larger dealerships, with special concern being paid to the need for open systems for information interchange and dealer purchase of hardware.
5. The PalmPilot computing platform has become the fastest-selling computer device in the history of the industry. More than 3 million units have been sold in approximately two years. Thousands of third-party software developers have written applications for many niche uses based on the PalmPilot computer.
Market Size. USA based global market research company Ambient Insight releases a “Global Game-based Learning Market” report every year during the annual Serious Play Conference since 2011. This report includes revenues and growth rates of the market in seven regions in the world, including Europe, and a 5 year forecast. The firm follows learning technology markets in 122 countries and has been proven quite accurate with its forecasts so far. According to the 2016 report, “Worldwide revenues for Game-based Learning products reached $2.6 billion in 2016. The global five-year compound annual growth rate (CAGR) is a robust 22.4%. Revenues will surge to $7.3 billion by 2021”. It is also reported that “a total of $322.6 million venture capital has been invested in thirty-six Game-based Learning companies in just the first half of 2016, nearly double the amount for the entire year of 2015”5. 4 Xxxxxxx, N. (2014). Digital games and learning: Research and theory. 5 Ambient Insight (2016). Global Game-based Learning Market. Partially retrieved from: xxxx://xxxxxxxxxxxxxxx.xxx/downloads/the-2016-2021-global-game-based-learning-market/ The Indian market analytics firm Wiseguys forecast the global game-based learning market (in higher education alone) to grow at a CAGR of 13.95% during the period 2016-2020. On the same account, Ambient Insight forecasts that the growth rate for Game-based Learning products in the 2016-2021 period will be 22.4%. These forecasts are based on the fact that the 2016 growth rate is more than double the growth rate of 9.7% in the 2006-2011 period6. The growth rates for Game-based Learning products in North America, Western Europe, Asia, and the Middle East are 13.7%, 30.4%, 20.9%, and 34.5%, respectively. Africa has the highest growth rate for Game-based Learning at 55%, followed by Eastern Europe at 44.2% and Latin America at 35.9%. This “accelerating” growth points to a shift in industry dynamics which will be discussed in the subsequent sections. A phenomenal increase is notable in the European growth rate which used to be lower than the US and Asian markets’ growth rate since last 5 years. Game-based Learning Market Growth Rate 40 35 30 25 20 15 10 5 0 2011 2012 2013 2014 2015 2016 Global Europe
Figure 1. European market growing rate surpassing that of Asia and USA since 2014 (source: Ambient Insight, Wiseguys and Technavio7) Ambient Insight discloses that the products accounted in Table 1 and Figure 1 include only edugames, products that which uti...