Extended Reality Market
PUBLISHED: 2021 ID: SMRC20762
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Extended Reality Market

Extended Reality Market Forecasts to 2028 – Global Analysis By Technology (Virtual Reality Technology, Mixed Reality Technology, Augmented Reality Technology), End User (Industrial, Healthcare, Energy), and By Geography

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4.7 (51 reviews)
Published: 2021 ID: SMRC20762

This report covers the impact of COVID-19 on this global market
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According to Stratistics MRC, the Global Extended Reality Market is accounted for $22.58 billion in 2020 and is expected to reach $168.88 billion by 2028 growing at a CAGR of 28.6% during the forecast period. Factors such as increasing adoption of smart devices, growing adoption of augmented & virtual reality solutions, and advancements in technologies are driving the growth of the market. However high installation and maintenance cost is hampering the growth of the market.

Extended reality (XR) is a term for all immersive technologies such as augmented reality (AR), virtual reality (VR), and mixed reality (MR). All these immersive technologies extend reality experience by either blending virtual and physical worlds or by creating a fully immersive experience.

Based on the end user, the consumer segment is anticipated to expand at a rapid pace during the forecast period owing to the flourishing gaming, sports, and entertainment sectors. By geography, North America is going to have high growth during the forecast period which can be attributed to the growing use of smartphones and surging demand for extended reality technology in various applications.

Some of the key players profiled in the Extended Reality Market include Softweb Solutions Inc., VertexPlus Softwares Pvt. Ltd., Apple, Talespin Reality Labs Inc., SphereGen Technologies, Microsoft, Google, Seiko Epson, Qualcomm Technologies Inc., PTC, Oculus VR, Northern Digital Inc., Samsung Electronics, HTC, SoftServe Inc, Facebook, Sony, Accenture PLC, and Varjo Technologies OY.

Report Coverage

Details

Report Coverage

Details

Estimated Market Size in 2020:

USD 22.58 billion

Estimated Period:

2020

Compound Annual Growth Rate (CAGR) from 2020 to 2028:

28.6%

Predicted 2028 Value:

USD 168.88 billion

Forecast Years:

2021-2028

Tables, Graphs& Figures

500

Chapters Covered:

Offering, User, Device Type, Technology, Organization Size, End User, Platform and Region

Core Drivers and Opportunities:

  • Increasing adoption of smart devices
  • Growing adoption of augmented & virtual reality solutions
  • Increasing developments in 5G technology

Restraining Factors & Market Threats:

  • High installation and maintenance cost
  • Low adoption rates of extended reality


Offerings Covered:
• Hardware
• Services
• Software
• Solution

Users Covered:
• Multi-User
• Single-User   

Device Types Covered:
• Virtual Reality Devices
• Mixed Reality Devices
• Augmented Reality Devices 

Technologies Covered:
• Virtual Reality Technology
• Mixed Reality Technology
• Augmented Reality Technology

Organization Sizes Covered:
• Large Enterprises
• Small & Medium-Sized Enterprises

End Users Covered:
• Commercial
• Consumer
• Industrial & Manufacturing
• Healthcare & Life Sciences
• Automotive
• Energy
• Aerospace & Defense
• Other End Users

Platforms Covered:
• Personal Computer (PC)
• Mobile
• Headset

Regions Covered:
• North America
o US
o Canada
o Mexico
• Europe
o Germany
o UK
o Italy
o France
o Spain
o Rest of Europe
• Asia Pacific
o Japan       
o China       
o India       
o Australia 
o New Zealand
o South Korea
o Rest of Asia Pacific   
• South America
o Argentina
o Brazil
o Chile
o Rest of South America
• Middle East & Africa
o Saudi Arabia
o UAE
o Qatar
o South Africa
o Rest of Middle East & Africa

What our report offers:
- Market share assessments for the regional and country-level segments
- Strategic recommendations for the new entrants
- Covers Market data for the years 2019, 2020, 2021, 2025, and 2028
- Market Trends (Drivers, Constraints, Opportunities, Threats, Challenges, Investment Opportunities, and recommendations)
- Strategic recommendations in key business segments based on the market estimations
- Competitive landscaping mapping the key common trends
- Company profiling with detailed strategies, financials, and recent developments
- Supply chain trends mapping the latest technological advancements

Free Customization Offerings:
All the customers of this report will be entitled to receive one of the following free customization options:
• Company Profiling
o Comprehensive profiling of additional market players (up to 3)
o SWOT Analysis of key players (up to 3)
• Regional Segmentation
o Market estimations, Forecasts and CAGR of any prominent country as per the client's interest (Note: Depends on feasibility check)
• Competitive Benchmarking
o Benchmarking of key players based on product portfolio, geographical presence, and strategic alliances

Key Questions Answered In The Report

The Global Extended Reality Market is majorly driven by increasing adoption of smart devices, growing adoption of augmented & virtual reality solutions, and advancements in technologies.

The consumer segment is growing at a highest CAGR owing to the growth of gaming, sports, and entertainment sectors.

North America dominated with a significant market share due to the factors such as growing use of smartphones and rising demand for extended reality technology in various applications across the region.

Asia Pacific market is growing at a highest CAGR owing to the increasing awareness related to advanced technologies.

Key players in Extended Reality Market include Softweb Solutions Inc., VertexPlus Softwares Pvt. Ltd., Apple, Talespin Reality Labs Inc., SphereGen Technologies, Microsoft, Google, Seiko Epson, Qualcomm Technologies Inc., PTC, Oculus VR, Northern Digital Inc., Samsung Electronics, HTC, SoftServe Inc, Facebook, Sony, Accenture PLC, and Varjo Technologies OY.

Table of Contents

1 Executive Summary       
         
2 Preface    
    
 2.1 Abstract       
 2.2 Stake Holders      
 2.3 Research Scope       
 2.4 Research Methodology     
  2.4.1 Data Mining     
  2.4.2 Data Analysis     
  2.4.3 Data Validation     
  2.4.4 Research Approach     
 2.5 Research Sources      
  2.5.1 Primary Research Sources    
  2.5.2 Secondary Research Sources    
  2.5.3 Assumptions     
         
3 Market Trend Analysis      
 3.1 Introduction      
 3.2 Drivers       
 3.3 Restraints       
 3.4 Opportunities      
 3.5 Threats       
 3.6 Technology Analysis      
 3.7 End User Analysis      
 3.8 Emerging Markets      
 3.9 Impact of Covid-19      
         
4 Porters Five Force Analysis      
 4.1 Bargaining power of suppliers     
 4.2 Bargaining power of buyers     
 4.3 Threat of substitutes      
 4.4 Threat of new entrants     
 4.5 Competitive rivalry      
         
5 Global Extended Reality Market, By Offering    
 5.1 Introduction      
 5.2 Hardware       
  5.2.1 Sensors      
   5.2.1.1 Proximity Sensors    
   5.2.1.2 Magnetometers    
   5.2.1.3 Gyroscopes    
   5.2.1.4 Accelerometers    
  5.2.2 Semiconductor Components    
   5.2.2.1 Integrated Circuits    
   5.2.2.2 Controllers and Processors   
  5.2.3 Position Trackers     
  5.2.4 Displays and Projectors    
  5.2.5 Cameras      
  5.2.6 Speakers       
  5.2.7 Transducers     
 5.3 Services       
  5.3.1 Managed Services (Content Services)   
  5.3.2 Professional Services (System Integration Services)  
 5.4 Software       
  5.4.1 Content Creation Software and Engines   
  5.4.2 Software Development Kits    
  5.4.3 Handheld and Mobile Device Apps   
  5.4.4 Extended Reality Development Packages   
  5.4.5 Cloud-based Services    
 5.5 Solution       
  5.5.1 Business Engagement    
  5.5.2 Consumer Engagement    
         
6 Global Extended Reality Market, By User     
 6.1 Introduction      
 6.2 Multi-User      
 6.3 Single-User      
         
7 Global Extended Reality Market, By Device Type    
 7.1 Introduction      
 7.2 Virtual Reality (VR) Devices     
  7.2.1 Projector & Display Wall    
  7.2.2 VR Head-Mounted Display (HMD)   
  7.2.3 Gesture-Tracking Devices (Data gloves)   
 7.3 Mixed Reality (MR) Devices     
  7.3.1 Wireless Head Mounted Display    
  7.3.2 Wired Head Mounted Display    
 7.4 Augmented Reality (AR) Devices     
  7.4.1 AR Head-Mounted Display (HMD)   
   7.4.1.1 Smart Helmets    
   7.4.1.2 AR Smart Glasses    
  7.4.2 Head-Up Display (HUD)    
  7.4.3 Handheld Device     
         
8 Global Extended Reality Market, By Technology    
 8.1 Introduction      
 8.2 Virtual Reality Technology     
  8.2.1 Semi-Immersive and Fully Immersive Technology  
  8.2.2 Nonimmersive Technology    
 8.3 Mixed Reality Technology     
  8.3.1 Holographic Technology    
  8.3.2 Immersive Technology     
 8.4 Augmented Reality Technology     
  8.4.1 Markerless Augmented Reality    
   8.4.1.1 Model-based Tracking   
   8.4.1.2 Image Processing-based Tracking  
  8.4.2 Marker-based Augmented Reality   
   8.4.2.1 Active Markers    
   8.4.2.2 Passive Markers    
  8.4.3 Anchor-based Augmented Reality   
         
9 Global Extended Reality Market, By Organization Size   
 9.1 Introduction      
 9.2 Large Enterprises      
 9.3 Small & Medium-Sized Enterprises    
         
10 Global Extended Reality Market, By End User    
 10.1 Introduction      
 10.2 Commercial      
  10.2.1 Retail and E-Commerce    
   10.2.1.1 Jewelry     
   10.2.1.2 Footwear     
   10.2.1.3 Grocery Shopping    
   10.2.1.4 Apparel Fitting    
   10.2.1.5 Furniture and Light Designing   
   10.2.1.6 Beauty and Cosmetics   
   10.2.1.7 Advertisements and Demonstration  
  10.2.2 E-Learning     
  10.2.3 Travel and Tourism     
 10.3 Consumer      
  10.3.1 Media & Entertainment    
  10.3.2 Gaming and Sports     
 10.4 Industrial & Manufacturing     
 10.5 Healthcare & Life Sciences     
  10.5.1 Surgeries      
  10.5.2 Pharmacy Management    
  10.5.3 Patient Management     
  10.5.4 Medical Training  and Education    
  10.5.5 Fitness Management     
 10.6 Automotive      
 10.7 Energy       
 10.8 Aerospace & Defense     
 10.9 Other End Users      
  10.9.1 Transportation and Logistics    
  10.9.2 Geospatial Mining     
  10.9.3 Real-Estate     
  10.9.4 Government & Public Sector     
  10.9.5 Construction     
  10.9.6 Banking, Financial Services and Insurance (BFSI)   
  10.9.7 Agriculture     
  10.9.8 Telecommunication/IT Data Centers   
         
11 Global Extended Reality Market, By Platform    
 11.1 Introduction      
 11.2 Personal Computer (PC)     
 11.3 Mobile       
 11.4 Headset       
         
12 Global Extended Reality Market, By Geography    
 12.1 Introduction      
 12.2 North America      
  12.2.1 US      
  12.2.2 Canada      
  12.2.3 Mexico       
 12.3 Europe       
  12.3.1 Germany      
  12.3.2 UK      
  12.3.3 Italy      
  12.3.4 France      
  12.3.5 Spain      
  12.3.6 Rest of Europe     
 12.4 Asia Pacific      
  12.4.1 Japan      
  12.4.2 China      
  12.4.3 India      
  12.4.4 Australia      
  12.4.5 New Zealand     
  12.4.6 South Korea     
  12.4.7 Rest of Asia Pacific     
 12.5 South America      
  12.5.1 Argentina      
  12.5.2 Brazil      
  12.5.3 Chile      
  12.5.4 Rest of South America    
 12.6 Middle East & Africa      
  12.6.1 Saudi Arabia     
  12.6.2 UAE      
  12.6.3 Qatar      
  12.6.4 South Africa     
  12.6.5 Rest of Middle East & Africa    
         
13 Key Developments       
 13.1 Agreements, Partnerships, Collaborations and Joint Ventures  
 13.2 Acquisitions & Mergers     
 13.3 New Product Launch      
 13.4 Expansions      
 13.5 Other Key Strategies      
         
14 Company Profiling       
 14.1 Softweb Solutions Inc.     
 14.2 VertexPlus Softwares Pvt. Ltd.     
 14.3 Apple        
 14.4 Talespin Reality Labs Inc.     
 14.5 SphereGen Technologies     
 14.6 Microsoft       
 14.7 Google        
 14.8 Seiko Epson      
 14.9 Qualcomm Technologies Inc.     
 14.10 PTC        
 14.11 Oculus VR        
 14.12 Northern Digital Inc.      
 14.13 Samsung Electronics      
 14.14 HTC        
 14.15 SoftServe Inc.      
 14.16 Facebook       
 14.17 Sony        
 14.18 Accenture PLC      
 14.19 Varjo Technologies OY     


List of Tables         
1 Global Extended Reality Market Outlook, By Region (2019-2028) ($MN)  
2 Global Extended Reality Market Outlook, By Offering (2019-2028) ($MN)  
3 Global Extended Reality Market Outlook, By Hardware (2019-2028) ($MN)  
4 Global Extended Reality Market Outlook, By Sensors (2019-2028) ($MN)  
5 Global Extended Reality Market Outlook, By Semiconductor Components (2019-2028) ($MN)
6 Global Extended Reality Market Outlook, By Position Trackers (2019-2028) ($MN) 
7 Global Extended Reality Market Outlook, By Displays and Projectors (2019-2028) ($MN)
8 Global Extended Reality Market Outlook, By Cameras (2019-2028) ($MN)  
9 Global Extended Reality Market Outlook, By Speakers (2019-2028) ($MN)  
10 Global Extended Reality Market Outlook, By Transducers (2019-2028) ($MN)  
11 Global Extended Reality Market Outlook, By Services (2019-2028) ($MN)  
12 Global Extended Reality Market Outlook, By Managed Services (Content Services) (2019-2028) ($MN)
13 Global Extended Reality Market Outlook, By Professional Services (System Integration Services) (2019-2028) ($MN)
14 Global Extended Reality Market Outlook, By Software (2019-2028) ($MN)  
15 Global Extended Reality Market Outlook, By Content Creation Software and Engines (2019-2028) ($MN)
16 Global Extended Reality Market Outlook, By Software Development Kits (2019-2028) ($MN)
17 Global Extended Reality Market Outlook, By Handheld and Mobile Device Apps (2019-2028) ($MN)
18 Global Extended Reality Market Outlook, By Extended Reality Development Packages (2019-2028) ($MN)
19 Global Extended Reality Market Outlook, By Cloud-based Services (2019-2028) ($MN) 
20 Global Extended Reality Market Outlook, By Solution (2019-2028) ($MN)  
21 Global Extended Reality Market Outlook, By Business Engagement (2019-2028) ($MN) 
22 Global Extended Reality Market Outlook, By Consumer Engagement (2019-2028) ($MN) 
23 Global Extended Reality Market Outlook, By User (2019-2028) ($MN)  
24 Global Extended Reality Market Outlook, By Multi-User (2019-2028) ($MN)  
25 Global Extended Reality Market Outlook, By Single-User (2019-2028) ($MN)  
26 Global Extended Reality Market Outlook, By Device Type (2019-2028) ($MN)  
27 Global Extended Reality Market Outlook, By Virtual Reality (VR) Devices (2019-2028) ($MN)
28 Global Extended Reality Market Outlook, By Projector & Display Wall (2019-2028) ($MN)
29 Global Extended Reality Market Outlook, By VR Head-Mounted Display (HMD) (2019-2028) ($MN)
30 Global Extended Reality Market Outlook, By Gesture-Tracking Devices (Data gloves) (2019-2028) ($MN)
31 Global Extended Reality Market Outlook, By Mixed Reality (MR) Devices (2019-2028) ($MN)
32 Global Extended Reality Market Outlook, By Wireless Head Mounted Display (2019-2028) ($MN)
33 Global Extended Reality Market Outlook, By Wired Head Mounted Display (2019-2028) ($MN)
34 Global Extended Reality Market Outlook, By Augmented Reality (AR) Devices (2019-2028) ($MN)
35 Global Extended Reality Market Outlook, By AR Head-Mounted Display (HMD) (2019-2028) ($MN)
36 Global Extended Reality Market Outlook, By Head-Up Display (HUD) (2019-2028) ($MN)
37 Global Extended Reality Market Outlook, By Handheld Device (2019-2028) ($MN) 
38 Global Extended Reality Market Outlook, By Technology (2019-2028) ($MN)  
39 Global Extended Reality Market Outlook, By Virtual Reality Technology (2019-2028) ($MN)
40 Global Extended Reality Market Outlook, By Semi-Immersive and Fully Immersive Technology (2019-2028) ($MN)
41 Global Extended Reality Market Outlook, By Nonimmersive Technology (2019-2028) ($MN)
42 Global Extended Reality Market Outlook, By Mixed Reality Technology (2019-2028) ($MN)
43 Global Extended Reality Market Outlook, By Holographic Technology (2019-2028) ($MN)
44 Global Extended Reality Market Outlook, By Immersive Technology (2019-2028) ($MN) 
45 Global Extended Reality Market Outlook, By Augmented Reality Technology (2019-2028) ($MN)
46 Global Extended Reality Market Outlook, By Markerless Augmented Reality (2019-2028) ($MN)
47 Global Extended Reality Market Outlook, By Marker-based Augmented Reality (2019-2028) ($MN)
48 Global Extended Reality Market Outlook, By Anchor-based Augmented Reality (2019-2028) ($MN)
49 Global Extended Reality Market Outlook, By Organization Size (2019-2028) ($MN) 
50 Global Extended Reality Market Outlook, By Large Enterprises (2019-2028) ($MN) 
51 Global Extended Reality Market Outlook, By Small & Medium-Sized Enterprises (2019-2028) ($MN)
52 Global Extended Reality Market Outlook, By End User (2019-2028) ($MN)  
53 Global Extended Reality Market Outlook, By Commercial (2019-2028) ($MN)  
54 Global Extended Reality Market Outlook, By Retail and E-Commerce (2019-2028) ($MN)
55 Global Extended Reality Market Outlook, By E-Learning (2019-2028) ($MN)  
56 Global Extended Reality Market Outlook, By Travel and Tourism (2019-2028) ($MN) 
57 Global Extended Reality Market Outlook, By Consumer (2019-2028) ($MN)  
58 Global Extended Reality Market Outlook, By Media & Entertainment (2019-2028) ($MN)
59 Global Extended Reality Market Outlook, By Gaming and Sports (2019-2028) ($MN) 
60 Global Extended Reality Market Outlook, By Industrial & Manufacturing (2019-2028) ($MN)
61 Global Extended Reality Market Outlook, By Healthcare & Life Sciences (2019-2028) ($MN)
62 Global Extended Reality Market Outlook, By Surgeries (2019-2028) ($MN)  
63 Global Extended Reality Market Outlook, By Pharmacy Management (2019-2028) ($MN)
64 Global Extended Reality Market Outlook, By Patient Management (2019-2028) ($MN) 
65 Global Extended Reality Market Outlook, By Medical Training  and Education (2019-2028) ($MN)
66 Global Extended Reality Market Outlook, By Fitness Management (2019-2028) ($MN) 
67 Global Extended Reality Market Outlook, By Automotive (2019-2028) ($MN)  
68 Global Extended Reality Market Outlook, By Energy (2019-2028) ($MN)  
69 Global Extended Reality Market Outlook, By Aerospace & Defense (2019-2028) ($MN) 
70 Global Extended Reality Market Outlook, By Other End Users (2019-2028) ($MN) 
71 Global Extended Reality Market Outlook, By Transportation and Logistics (2019-2028) ($MN)
72 Global Extended Reality Market Outlook, By Geospatial Mining (2019-2028) ($MN) 
73 Global Extended Reality Market Outlook, By Real-Estate (2019-2028) ($MN)  
74 Global Extended Reality Market Outlook, By Government & Public Sector (2019-2028) ($MN)
75 Global Extended Reality Market Outlook, By Construction (2019-2028) ($MN) 
76 Global Extended Reality Market Outlook, By Banking, Financial Services and Insurance (BFSI) (2019-2028) ($MN)
77 Global Extended Reality Market Outlook, By Agriculture (2019-2028) ($MN)  
78 Global Extended Reality Market Outlook, By Telecommunication/IT Data Centers (2019-2028) ($MN)
79 Global Extended Reality Market Outlook, By Platform (2019-2028) ($MN)  
80 Global Extended Reality Market Outlook, By Personal Computer (PC) (2019-2028) ($MN)
81 Global Extended Reality Market Outlook, By Mobile (2019-2028) ($MN)  
82 Global Extended Reality Market Outlook, By Headset (2019-2028) ($MN)  
         
Note: Tables for North America, Europe, APAC, South America, and Middle East & Africa Regions are also represented in the same manner as above.

List of Figures

RESEARCH METHODOLOGY


Research Methodology

We at Stratistics opt for an extensive research approach which involves data mining, data validation, and data analysis. The various research sources include in-house repository, secondary research, competitor’s sources, social media research, client internal data, and primary research.

Our team of analysts prefers the most reliable and authenticated data sources in order to perform the comprehensive literature search. With access to most of the authenticated data bases our team highly considers the best mix of information through various sources to obtain extensive and accurate analysis.

Each report takes an average time of a month and a team of 4 industry analysts. The time may vary depending on the scope and data availability of the desired market report. The various parameters used in the market assessment are standardized in order to enhance the data accuracy.

Data Mining

The data is collected from several authenticated, reliable, paid and unpaid sources and is filtered depending on the scope & objective of the research. Our reports repository acts as an added advantage in this procedure. Data gathering from the raw material suppliers, distributors and the manufacturers is performed on a regular basis, this helps in the comprehensive understanding of the products value chain. Apart from the above mentioned sources the data is also collected from the industry consultants to ensure the objective of the study is in the right direction.

Market trends such as technological advancements, regulatory affairs, market dynamics (Drivers, Restraints, Opportunities and Challenges) are obtained from scientific journals, market related national & international associations and organizations.

Data Analysis

From the data that is collected depending on the scope & objective of the research the data is subjected for the analysis. The critical steps that we follow for the data analysis include:

  • Product Lifecycle Analysis
  • Competitor analysis
  • Risk analysis
  • Porters Analysis
  • PESTEL Analysis
  • SWOT Analysis

The data engineering is performed by the core industry experts considering both the Marketing Mix Modeling and the Demand Forecasting. The marketing mix modeling makes use of multiple-regression techniques to predict the optimal mix of marketing variables. Regression factor is based on a number of variables and how they relate to an outcome such as sales or profits.


Data Validation

The data validation is performed by the exhaustive primary research from the expert interviews. This includes telephonic interviews, focus groups, face to face interviews, and questionnaires to validate our research from all aspects. The industry experts we approach come from the leading firms, involved in the supply chain ranging from the suppliers, distributors to the manufacturers and consumers so as to ensure an unbiased analysis.

We are in touch with more than 15,000 industry experts with the right mix of consultants, CEO's, presidents, vice presidents, managers, experts from both supply side and demand side, executives and so on.

The data validation involves the primary research from the industry experts belonging to:

  • Leading Companies
  • Suppliers & Distributors
  • Manufacturers
  • Consumers
  • Industry/Strategic Consultants

Apart from the data validation the primary research also helps in performing the fill gap research, i.e. providing solutions for the unmet needs of the research which helps in enhancing the reports quality.


For more details about research methodology, kindly write to us at info@strategymrc.com

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