Apps Purchases: 10+ Million Software Purchases
Founded in 2010, APPS RUN THE WORLD is a leading technology intelligence and market-research company devoted to the application space. Leveraging a rigorous data-centric research methodology, we ask the simple B2B sales intelligence question: Who’s buying enterprise applications from whom and why?
Our global team of 50 researchers has been studying the digital transformation initiatives being undertaken by 2 million + companies including technographic segmentation of 10 million ERP, EPM, CRM, HCM, Procurement, SCM, Treasury software purchases, aggregating massive amounts of data points that form the basis of our forecast assumptions and perhaps the rise and fall of certain vendors and their products on a quarterly basis.
Apps Run The World Buyer Insight and Technographics Customer Database has over 100 data fields that detail company usage of emerging technologies such as AI, Machine Learning, IoT, Blockchain, Autonomous Database, and different on-prem and cloud apps by function, customer size (employees, revenues), industry, country, implementation status, year deal won, partner involvement, Line of Business Key Stakeholders and key decision-makers contact details, including the systems being used by Fortune 1000 and Global 2000 companies.
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- Learning and Development
| Logo | Customer | Industry | Empl. | Revenue | Country | Vendor | Application | Category | When | VAR/SI | Insight | Insight Source |
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Christopher Columbus Middle School | Education | 129 | $19M | United States | Imagine Learning | Imagine Robotify | Learning and Development | 2022 | n/a | In 2022, Christopher Columbus Middle School adopted Imagine Robotify to deliver accessible coding and virtual robotics instruction for middle grades. The school, part of Clifton Public Schools in New Jersey, was recognized in Imagine Learning's Imagine Nation School of Excellence awards for the 2022 to 2023 period. The implementation centered on Imagine Robotify's virtual robotics environments and coding curriculum, using the Imagine Robotify application to provide classroom aligned lessons and student practice sessions. Typical Learning and Development capabilities such as block based coding exercises, curriculum sequencing, and educator facing progress monitoring are evident in the deployment, with specific module adoption at the school inferred from Imagine Learning's press listing rather than explicit school level case documentation. Christopher Columbus Middle School used Imagine Robotify to support core instructional workflows in technology and STEM classes across its middle grades cohort. Operational scope was school level within Clifton Public Schools, focused on classroom delivery and teacher orchestration. Governance emphasis appears to have prioritized curriculum alignment and educator workflow integration, with rollout aligned to school schedules and award recognition signaling institutional adoption. This implementation documents application level use of Imagine Robotify within the Learning and Development category supporting learning and education functions, with award recognition cited as the primary stated outcome. | |
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Shiseido Spain | Consumer Packaged Goods | 300 | $40M | Spain | isEazy | isEazy Game | Learning and Development | 2022 | n/a | In 2022 Shiseido Spain deployed isEazy Game to centralize retail training and product launch education for its store advisers, targeting frontline retail teams managed by L&D and HR. The rollout delivered a 100 percent gamified, social application designed to improve training access and engagement for store advisers. Use of isEazy Game is inferred from the vendor case which documents a gamified isEazy Engage app used in the project. The implementation focused on Learning and Development capabilities, combining gamification mechanics, social engagement features, mobile-first access, modular product launch content, and assessment workflows to support knowledge retention and onboarding. Platform configuration emphasized role based content delivery for store advisers, quick release product modules for launches, and game mechanics such as points, leaderboards, and short formative quizzes common to gamified learning applications. isEazy Game was configured to centralize course management, track completion, and surface engagement signals for L&D administrators. Operational coverage centered on retail store advisers and the HR and L&D functions in Shiseido Spain, consolidating training ownership and content publishing in a single application. Governance work included defining content release processes for product launches and social learning rules for adviser interaction, with rollout managed as a frontline enablement program. The vendor case reports improved training access and engagement as primary outcomes. | |
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Insurance | 1150 | $530M | Colombia | isEazy | isEazy LMS | Learning and Development | 2022 | n/a |
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Education | 350 | $30M | United States | Knowledge as a Service | Ringorang | Learning and Development | 2022 | n/a |
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Professional Services | 10 | $1M | United States | Course Sales | Course Sales | Learning and Development | 2022 | n/a |
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Construction and Real Estate | 3171 | $2.5B | India | KnowBe4 | KnowBe4 HRM+ | Learning and Development | 2022 | n/a |
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Retail | 860 | $50M | Bangladesh | KnowBe4 | KnowBe4 HRM+ | Learning and Development | 2022 | n/a |
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Life Sciences | 243 | $53M | United Kingdom | KnowBe4 | KnowBe4 HRM+ | Learning and Development | 2022 | n/a |
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Manufacturing | 450 | $90M | Switzerland | KnowBe4 | KnowBe4 HRM+ | Learning and Development | 2022 | n/a |
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Retail | 74 | $15M | United States | KnowBe4 | KnowBe4 HRM+ | Learning and Development | 2022 | n/a |
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