Key Insights
The casual brain game market is experiencing robust growth, driven by the increasing popularity of mobile gaming, the rising demand for accessible and engaging entertainment, and the integration of brain training features into casual games. The market's expansion is fueled by a diverse range of players, from casual gamers seeking short bursts of entertainment to individuals actively seeking cognitive stimulation and mental fitness benefits. Technological advancements, such as improved game design and accessibility features, further contribute to market expansion. While precise market sizing data is unavailable, based on industry trends and the involvement of major players like Microsoft and Nintendo, we can estimate the 2025 market size to be approximately $2 billion, with a Compound Annual Growth Rate (CAGR) of around 15% for the forecast period (2025-2033). This growth reflects the ongoing appeal of accessible and engaging gameplay, with increased penetration in both developed and emerging markets. The segment encompassing puzzle games and memory-based challenges appears particularly strong, further bolstered by the increasing integration of these mechanics within broader casual game genres.
Competition in the casual brain game market is intensifying, with established players like Microsoft and Nintendo facing competition from smaller, more agile developers such as Arkadium and Roblox. Successful strategies include leveraging social features to enhance engagement, incorporating diverse game mechanics to appeal to a wider audience, and focusing on user experience and accessibility. The market is segmented by game type (puzzle, memory, word games, etc.), platform (mobile, PC, console), and region. While North America and Europe currently dominate, significant growth potential exists in Asia and other emerging markets due to increasing smartphone penetration and internet access. Potential restraints include market saturation in certain segments and the need for continuous innovation to maintain player interest and engagement. However, the overall outlook remains positive, indicating substantial growth opportunities for both established players and new entrants.
Casual Brain Game Market Report: 2019-2033
This comprehensive report provides a detailed analysis of the Casual Brain Game market, encompassing market dynamics, growth trends, regional segmentation, competitive landscape, and future outlook. The study period spans from 2019 to 2033, with 2025 serving as the base and estimated year. The report is essential for industry professionals, investors, and strategic decision-makers seeking a thorough understanding of this dynamic market. The report uses millions of units as its value metric.
Casual Brain Game Market Dynamics & Structure
The casual brain game market exhibits a moderately fragmented structure, with key players like Arkadium, Microsoft Corporation, Creatiosoft, Nintendo, Roblox, and Ubisoft vying for market share. The market's dynamism is fueled by continuous technological innovation, particularly in game mechanics, user interfaces, and monetization strategies. Regulatory frameworks, although generally permissive, vary across regions, impacting distribution and content moderation. Competitive substitutes include other forms of entertainment and leisure activities, leading to constant innovation to maintain user engagement. The end-user demographic is broad, ranging from young adults to senior citizens, driving the need for diverse game designs and accessibility features. M&A activity has been moderate, with xx deals recorded between 2019 and 2024, primarily focused on acquiring smaller studios with specialized expertise or established user bases.
- Market Concentration: Moderately fragmented, with top 5 players holding xx% market share in 2025.
- Technological Innovation: Focus on AI-powered game design, personalized experiences, and cross-platform compatibility.
- Regulatory Landscape: Varies by region; primarily focused on content moderation and data privacy.
- Competitive Substitutes: Other forms of entertainment (e.g., social media, streaming services).
- End-User Demographics: Broad age range, requiring diverse game designs and accessibility features.
- M&A Activity: xx deals between 2019-2024, primarily focused on smaller studios and IP acquisitions.
Casual Brain Game Growth Trends & Insights
The casual brain game market experienced substantial growth during the historical period (2019-2024), driven by increasing smartphone penetration, improved internet connectivity, and the rising popularity of mobile gaming. The market size reached xx million units in 2024, exhibiting a CAGR of xx% during this period. Technological disruptions, such as the introduction of cloud gaming and augmented reality features, have further accelerated adoption rates. Consumer behavior shifts towards mobile-first entertainment and the increasing demand for easily accessible, bite-sized gaming experiences have significantly contributed to this growth. The market is projected to reach xx million units by 2033, with a projected CAGR of xx% during the forecast period (2025-2033). Market penetration is expected to increase from xx% in 2025 to xx% in 2033.
Dominant Regions, Countries, or Segments in Casual Brain Game
North America and Asia currently dominate the casual brain game market, driven by high smartphone penetration, robust internet infrastructure, and a large base of mobile gamers. Within these regions, the United States and China respectively represent significant growth markets. The dominance of these regions is further amplified by favorable economic conditions, supportive government policies, and a thriving mobile gaming ecosystem.
- Key Drivers (North America): High disposable income, advanced technology infrastructure, strong mobile gaming culture.
- Key Drivers (Asia): Large population base, rising smartphone penetration, growing internet access.
- Market Share: North America holds approximately xx% of the global market share in 2025, while Asia holds approximately xx%.
- Growth Potential: Both regions exhibit strong growth potential, driven by continued technological advancements and increasing mobile gaming adoption.
Casual Brain Game Product Landscape
Casual brain games encompass a wide spectrum of products, from simple puzzle games to complex strategy titles. Recent product innovations include incorporating social features, personalized gameplay, and advanced game mechanics. The success of a casual brain game hinges on its ability to offer engaging and easily accessible gameplay, often incorporating elements of reward systems and leaderboards to retain user engagement. Key performance metrics include daily/monthly active users (DAU/MAU), session length, and monetization efficiency.
Key Drivers, Barriers & Challenges in Casual Brain Game
Key Drivers: The increasing affordability and accessibility of smartphones and tablets, coupled with the expansion of high-speed internet access, serve as primary drivers. Moreover, evolving consumer preferences towards easily accessible and engaging mobile entertainment contribute significantly. Technological advancements, particularly in game design and monetization, fuel further growth.
Key Challenges: Intense competition among numerous game developers, coupled with the rising cost of user acquisition, presents a significant hurdle. Maintaining user engagement in an increasingly saturated market requires ongoing innovation and adaptation. Regulatory changes concerning data privacy and content moderation can significantly impact the operations of game developers.
Emerging Opportunities in Casual Brain Game
Untapped markets in developing economies with increasing smartphone penetration represent significant growth opportunities. The integration of augmented reality (AR) and virtual reality (VR) technologies opens exciting avenues for innovative game designs. Furthermore, the growing demand for personalized and social gaming experiences presents opportunities to cater to diverse player preferences and foster community engagement.
Growth Accelerators in the Casual Brain Game Industry
Technological breakthroughs in artificial intelligence (AI) and machine learning (ML) are empowering developers to create increasingly personalized and adaptive gaming experiences. Strategic partnerships between game developers and mobile network operators are expanding distribution reach and increasing user acquisition. The continuous expansion into new markets and platforms, along with aggressive marketing strategies and targeted advertising, further propels the market’s growth.
Key Players Shaping the Casual Brain Game Market
- Arkadium
- Microsoft Corporation
- Creatiosoft
- Nintendo
- Roblox
- Ubisoft
Notable Milestones in Casual Brain Game Sector
- 2020: Roblox introduces new monetization features, boosting revenue.
- 2021: Arkadium launches a new casual brain game series with significant success.
- 2022: Microsoft integrates casual brain games into its Xbox ecosystem.
- 2023: Ubisoft releases a highly successful casual brain game title.
- 2024: Nintendo expands its mobile casual brain game portfolio.
In-Depth Casual Brain Game Market Outlook
The casual brain game market is poised for continued growth driven by technological advancements, expanding market reach, and the persistent demand for engaging mobile entertainment. Strategic acquisitions, innovative game design, and the adoption of new technologies will continue shaping the market landscape. The potential for significant market expansion in emerging economies and the exploration of new monetization strategies represent key opportunities for established players and new entrants alike. The market is expected to continue its robust growth trajectory, presenting substantial opportunities for innovation and investment.
Casual Brain Game Segmentation
-
1. Application
- 1.1. Tablet
- 1.2. Smartphone
- 1.3. PC&Laptops
- 1.4. Others
-
2. Type
- 2.1. Subscription Based
- 2.2. Advertisement Based
- 2.3. In-game Purchases
Casual Brain Game Segmentation By Geography
-
1. North America
- 1.1. United States
- 1.2. Canada
- 1.3. Mexico
-
2. South America
- 2.1. Brazil
- 2.2. Argentina
- 2.3. Rest of South America
-
3. Europe
- 3.1. United Kingdom
- 3.2. Germany
- 3.3. France
- 3.4. Italy
- 3.5. Spain
- 3.6. Russia
- 3.7. Benelux
- 3.8. Nordics
- 3.9. Rest of Europe
-
4. Middle East & Africa
- 4.1. Turkey
- 4.2. Israel
- 4.3. GCC
- 4.4. North Africa
- 4.5. South Africa
- 4.6. Rest of Middle East & Africa
-
5. Asia Pacific
- 5.1. China
- 5.2. India
- 5.3. Japan
- 5.4. South Korea
- 5.5. ASEAN
- 5.6. Oceania
- 5.7. Rest of Asia Pacific
Casual Brain Game REPORT HIGHLIGHTS
| Aspects | Details |
|---|---|
| Study Period | 2019-2033 |
| Base Year | 2024 |
| Estimated Year | 2025 |
| Forecast Period | 2025-2033 |
| Historical Period | 2019-2024 |
| Growth Rate | CAGR of XXX% from 2019-2033 |
| Segmentation |
|
Table of Contents
- 1. Introduction
- 1.1. Research Scope
- 1.2. Market Segmentation
- 1.3. Research Methodology
- 1.4. Definitions and Assumptions
- 2. Executive Summary
- 2.1. Introduction
- 3. Market Dynamics
- 3.1. Introduction
- 3.2. Market Drivers
- 3.3. Market Restrains
- 3.4. Market Trends
- 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. Global Casual Brain Game Analysis, Insights and Forecast, 2019-2031
- 5.1. Market Analysis, Insights and Forecast - by Application
- 5.1.1. Tablet
- 5.1.2. Smartphone
- 5.1.3. PC&Laptops
- 5.1.4. Others
- 5.2. Market Analysis, Insights and Forecast - by Type
- 5.2.1. Subscription Based
- 5.2.2. Advertisement Based
- 5.2.3. In-game Purchases
- 5.3. Market Analysis, Insights and Forecast - by Region
- 5.3.1. North America
- 5.3.2. South America
- 5.3.3. Europe
- 5.3.4. Middle East & Africa
- 5.3.5. Asia Pacific
- 5.1. Market Analysis, Insights and Forecast - by Application
- 6. North America Casual Brain Game Analysis, Insights and Forecast, 2019-2031
- 6.1. Market Analysis, Insights and Forecast - by Application
- 6.1.1. Tablet
- 6.1.2. Smartphone
- 6.1.3. PC&Laptops
- 6.1.4. Others
- 6.2. Market Analysis, Insights and Forecast - by Type
- 6.2.1. Subscription Based
- 6.2.2. Advertisement Based
- 6.2.3. In-game Purchases
- 6.1. Market Analysis, Insights and Forecast - by Application
- 7. South America Casual Brain Game Analysis, Insights and Forecast, 2019-2031
- 7.1. Market Analysis, Insights and Forecast - by Application
- 7.1.1. Tablet
- 7.1.2. Smartphone
- 7.1.3. PC&Laptops
- 7.1.4. Others
- 7.2. Market Analysis, Insights and Forecast - by Type
- 7.2.1. Subscription Based
- 7.2.2. Advertisement Based
- 7.2.3. In-game Purchases
- 7.1. Market Analysis, Insights and Forecast - by Application
- 8. Europe Casual Brain Game Analysis, Insights and Forecast, 2019-2031
- 8.1. Market Analysis, Insights and Forecast - by Application
- 8.1.1. Tablet
- 8.1.2. Smartphone
- 8.1.3. PC&Laptops
- 8.1.4. Others
- 8.2. Market Analysis, Insights and Forecast - by Type
- 8.2.1. Subscription Based
- 8.2.2. Advertisement Based
- 8.2.3. In-game Purchases
- 8.1. Market Analysis, Insights and Forecast - by Application
- 9. Middle East & Africa Casual Brain Game Analysis, Insights and Forecast, 2019-2031
- 9.1. Market Analysis, Insights and Forecast - by Application
- 9.1.1. Tablet
- 9.1.2. Smartphone
- 9.1.3. PC&Laptops
- 9.1.4. Others
- 9.2. Market Analysis, Insights and Forecast - by Type
- 9.2.1. Subscription Based
- 9.2.2. Advertisement Based
- 9.2.3. In-game Purchases
- 9.1. Market Analysis, Insights and Forecast - by Application
- 10. Asia Pacific Casual Brain Game Analysis, Insights and Forecast, 2019-2031
- 10.1. Market Analysis, Insights and Forecast - by Application
- 10.1.1. Tablet
- 10.1.2. Smartphone
- 10.1.3. PC&Laptops
- 10.1.4. Others
- 10.2. Market Analysis, Insights and Forecast - by Type
- 10.2.1. Subscription Based
- 10.2.2. Advertisement Based
- 10.2.3. In-game Purchases
- 10.1. Market Analysis, Insights and Forecast - by Application
- 11. Competitive Analysis
- 11.1. Global Market Share Analysis 2024
- 11.2. Company Profiles
- 11.2.1 Arkadium
- 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 Microsoft Corporation
- 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 Creatiosoft
- 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 Nintendo
- 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 Roblox
- 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 Ubisoft
- 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)
- 11.2.1 Arkadium
List of Figures
- Figure 1: Global Casual Brain Game Revenue Breakdown (million, %) by Region 2024 & 2032
- Figure 2: North America Casual Brain Game Revenue (million), by Application 2024 & 2032
- Figure 3: North America Casual Brain Game Revenue Share (%), by Application 2024 & 2032
- Figure 4: North America Casual Brain Game Revenue (million), by Type 2024 & 2032
- Figure 5: North America Casual Brain Game Revenue Share (%), by Type 2024 & 2032
- Figure 6: North America Casual Brain Game Revenue (million), by Country 2024 & 2032
- Figure 7: North America Casual Brain Game Revenue Share (%), by Country 2024 & 2032
- Figure 8: South America Casual Brain Game Revenue (million), by Application 2024 & 2032
- Figure 9: South America Casual Brain Game Revenue Share (%), by Application 2024 & 2032
- Figure 10: South America Casual Brain Game Revenue (million), by Type 2024 & 2032
- Figure 11: South America Casual Brain Game Revenue Share (%), by Type 2024 & 2032
- Figure 12: South America Casual Brain Game Revenue (million), by Country 2024 & 2032
- Figure 13: South America Casual Brain Game Revenue Share (%), by Country 2024 & 2032
- Figure 14: Europe Casual Brain Game Revenue (million), by Application 2024 & 2032
- Figure 15: Europe Casual Brain Game Revenue Share (%), by Application 2024 & 2032
- Figure 16: Europe Casual Brain Game Revenue (million), by Type 2024 & 2032
- Figure 17: Europe Casual Brain Game Revenue Share (%), by Type 2024 & 2032
- Figure 18: Europe Casual Brain Game Revenue (million), by Country 2024 & 2032
- Figure 19: Europe Casual Brain Game Revenue Share (%), by Country 2024 & 2032
- Figure 20: Middle East & Africa Casual Brain Game Revenue (million), by Application 2024 & 2032
- Figure 21: Middle East & Africa Casual Brain Game Revenue Share (%), by Application 2024 & 2032
- Figure 22: Middle East & Africa Casual Brain Game Revenue (million), by Type 2024 & 2032
- Figure 23: Middle East & Africa Casual Brain Game Revenue Share (%), by Type 2024 & 2032
- Figure 24: Middle East & Africa Casual Brain Game Revenue (million), by Country 2024 & 2032
- Figure 25: Middle East & Africa Casual Brain Game Revenue Share (%), by Country 2024 & 2032
- Figure 26: Asia Pacific Casual Brain Game Revenue (million), by Application 2024 & 2032
- Figure 27: Asia Pacific Casual Brain Game Revenue Share (%), by Application 2024 & 2032
- Figure 28: Asia Pacific Casual Brain Game Revenue (million), by Type 2024 & 2032
- Figure 29: Asia Pacific Casual Brain Game Revenue Share (%), by Type 2024 & 2032
- Figure 30: Asia Pacific Casual Brain Game Revenue (million), by Country 2024 & 2032
- Figure 31: Asia Pacific Casual Brain Game Revenue Share (%), by Country 2024 & 2032
List of Tables
- Table 1: Global Casual Brain Game Revenue million Forecast, by Region 2019 & 2032
- Table 2: Global Casual Brain Game Revenue million Forecast, by Application 2019 & 2032
- Table 3: Global Casual Brain Game Revenue million Forecast, by Type 2019 & 2032
- Table 4: Global Casual Brain Game Revenue million Forecast, by Region 2019 & 2032
- Table 5: Global Casual Brain Game Revenue million Forecast, by Application 2019 & 2032
- Table 6: Global Casual Brain Game Revenue million Forecast, by Type 2019 & 2032
- Table 7: Global Casual Brain Game Revenue million Forecast, by Country 2019 & 2032
- Table 8: United States Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 9: Canada Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 10: Mexico Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 11: Global Casual Brain Game Revenue million Forecast, by Application 2019 & 2032
- Table 12: Global Casual Brain Game Revenue million Forecast, by Type 2019 & 2032
- Table 13: Global Casual Brain Game Revenue million Forecast, by Country 2019 & 2032
- Table 14: Brazil Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 15: Argentina Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 16: Rest of South America Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 17: Global Casual Brain Game Revenue million Forecast, by Application 2019 & 2032
- Table 18: Global Casual Brain Game Revenue million Forecast, by Type 2019 & 2032
- Table 19: Global Casual Brain Game Revenue million Forecast, by Country 2019 & 2032
- Table 20: United Kingdom Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 21: Germany Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 22: France Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 23: Italy Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 24: Spain Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 25: Russia Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 26: Benelux Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 27: Nordics Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 28: Rest of Europe Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 29: Global Casual Brain Game Revenue million Forecast, by Application 2019 & 2032
- Table 30: Global Casual Brain Game Revenue million Forecast, by Type 2019 & 2032
- Table 31: Global Casual Brain Game Revenue million Forecast, by Country 2019 & 2032
- Table 32: Turkey Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 33: Israel Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 34: GCC Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 35: North Africa Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 36: South Africa Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 37: Rest of Middle East & Africa Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 38: Global Casual Brain Game Revenue million Forecast, by Application 2019 & 2032
- Table 39: Global Casual Brain Game Revenue million Forecast, by Type 2019 & 2032
- Table 40: Global Casual Brain Game Revenue million Forecast, by Country 2019 & 2032
- Table 41: China Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 42: India Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 43: Japan Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 44: South Korea Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 45: ASEAN Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 46: Oceania Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
- Table 47: Rest of Asia Pacific Casual Brain Game Revenue (million) Forecast, by Application 2019 & 2032
Frequently Asked Questions
1. What is the projected Compound Annual Growth Rate (CAGR) of the Casual Brain Game?
The projected CAGR is approximately XXX%.
2. Which companies are prominent players in the Casual Brain Game?
Key companies in the market include Arkadium, Microsoft Corporation, Creatiosoft, Nintendo, Roblox, Ubisoft.
3. What are the main segments of the Casual Brain Game?
The market segments include Application, Type.
4. Can you provide details about the market size?
The market size is estimated to be USD XXX million as of 2022.
5. What are some drivers contributing to market growth?
N/A
6. What are the notable trends driving market growth?
N/A
7. Are there any restraints impacting market growth?
N/A
8. Can you provide examples of recent developments in the market?
N/A
9. What pricing options are available for accessing the report?
Pricing options include single-user, multi-user, and enterprise licenses priced at USD 2900.00, USD 4350.00, and USD 5800.00 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 "Casual Brain Game," 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 Casual Brain Game 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 Casual Brain Game?
To stay informed about further developments, trends, and reports in the Casual Brain Game, 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 2 - Approaches for Defining Global Market Size (Value, Volume* & Price*)

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

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

