Virtual Reality Content Creation Market
PUBLISHED: 2021 ID: SMRC20538
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Virtual Reality Content Creation Market

Virtual Reality Content Creation Market Forecasts to 2028 – Global Analysis By Component (Software, Services), Content Type (Videos, Games), End User (Travel, Gaming, Engineering, Commercial, Retail) and By Geography

4.6 (95 reviews)
4.6 (95 reviews)
Published: 2021 ID: SMRC20538

This report covers the impact of COVID-19 on this global market
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According to Stratistics MRC, the Global Virtual Reality Content Creation Market is accounted for $1,374.98 million in 2020 and is expected to reach $109,306.32 million by 2028 growing at a CAGR of 72.8% during the forecast period. The availability of affordable virtual reality devices, increasing adoption of VR technology in the gaming sector are the factors driving the market growth. However, the lack of awareness regarding the advantages of using virtual reality devices is hampering the growth of the market.

The virtual reality content creation tools are widely used as an open source platform to create captivating experience content where users experience sensor simulations provided by a computer. VR content allows end users to experience 3D modelling and animation effects. Virtual reality (VR) is a simulated experience that may be similar to or completely different from reality and virtual reality content creation devices replicate the real-time environment into the virtual environment. These tools are developed to be user friendly and using virtual reality equipment one can able to look around the artificial world, move around in it, and interact with virtual features or items.
 
Based on the end user, the gaming segment is going to have lucrative growth during the forecast period owing to the increasing advancement of technology in VR headsets such as high tech computer (HTC) vive and PlayStation VR. An increase in the purchase of the population towards gaming will expand the growth of the gaming segment in the virtual reality content creation market.

By geography, North America is going to have high growth during the forecast period owing to the increasing adoption of new technology such as virtual reality and video gaming culture across various countries in the region. North America dominates the virtual reality content creation market due to the prominent usage of visual effects (VFX), escalating demand from the Hollywood and animation film making industry. The growth is majorly attributed to the availability of well-developed IT infrastructure and high IT spending capability of the countries in North America also supports the growth of the virtual reality content creation market in this region.

Some of the key players profiled in the Virtual Reality Content Creation Market include Blippar, 360 Labs, Koncept VR, SubVRsive, Panedia Pty Ltd., WeMakeVR, VIAR (Viar360), Scapic, Wevr, Voodle, Inc, Vizor, Dell, Intel Corporation, Cisco Systems Inc., Huawei Technologies Co., Ltd.

Components Covered:
• Software
• Services

Content Types Covered:
• Videos
• 360-Degree Photos
• Games   

End Users Covered:
• Real Estate
• Travel, Hospitality and Events
• Media & Entertainment
• Healthcare
• Gaming
• Engineering
• Military & Education
• Commercial
• Retail
• Automotive  

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

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 End User Analysis      
 3.7 Emerging Markets      
 3.8 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 Virtual Reality Content Creation Market, By Component       
 5.1 Introduction      
 5.2 Software      
 5.3 Services       
        
6 Global Virtual Reality Content Creation Market, By Content Type       
 6.1 Introduction      
 6.2 Videos      
  6.2.1 360 Degree     
  6.2.2 Immersive     
 6.3 360-Degree Photos       
 6.4 Games      
        
7 Global Virtual Reality Content Creation Market, By End User       
 7.1 Introduction      
 7.2 Real Estate      
 7.3 Travel, Hospitality and Events      
 7.4 Media & Entertainment      
 7.5 Healthcare      
 7.6 Gaming      
 7.7 Engineering      
 7.8 Military & Education      
 7.9 Commercial      
 7.10 Retail      
 7.11 Automotive      
        
8 Global Virtual Reality Content Creation Market, By Geography       
 8.1 Introduction      
 8.2 North America      
  8.2.1 US     
  8.2.2 Canada     
  8.2.3 Mexico     
 8.3 Europe      
  8.3.1 Germany     
  8.3.2 UK     
  8.3.3 Italy     
  8.3.4 France     
  8.3.5 Spain     
  8.3.6 Rest of Europe     
 8.4 Asia Pacific      
  8.4.1 Japan     
  8.4.2 China     
  8.4.3 India      
  8.4.4 Australia     
  8.4.5 New Zealand     
  8.4.6 South Korea     
  8.4.7 Rest of Asia Pacific     
 8.5 South America      
  8.5.1 Argentina     
  8.5.2 Brazil     
  8.5.3 Chile     
  8.5.4 Rest of South America     
 8.6 Middle East & Africa      
  8.6.1 Saudi Arabia     
  8.6.2 UAE     
  8.6.3 Qatar     
  8.6.4 South Africa     
  8.6.5 Rest of Middle East & Africa     
        
9 Key Developments       
 9.1 Agreements, Partnerships, Collaborations and Joint Ventures      
 9.2 Acquisitions & Mergers      
 9.3 New Product Launch      
 9.4 Expansions      
 9.5 Other Key Strategies      
        
10 Company Profiling       
 10.1 Blippar      
 10.2 360 Labs      
 10.3 Koncept VR      
 10.4 SubVRsive       
 10.5 Panedia Pty Ltd.      
 10.6 WeMakeVR      
 10.7 VIAR (Viar360)      
 10.8 Scapic      
 10.9 Wevr      
 10.10 Voodle, inc      
 10.11 Vizor      
 10.12 Dell      
 10.13 Intel Corporation      
 10.14 Cisco Systems Inc.      
 10.15 Huawei Technologies Co., Ltd.      


List of Tables        
1 Global Virtual Reality Content Creation Market Outlook, By Region (2019-2028) (US $MN)        
2 Global Virtual Reality Content Creation Market Outlook, By Component (2019-2028) (US $MN)       
3 Global Virtual Reality Content Creation Market Outlook, By Software (2019-2028) (US $MN)       
4 Global Virtual Reality Content Creation Market Outlook, By Services (2019-2028) (US $MN)       
5 Global Virtual Reality Content Creation Market Outlook, By Content Type (2019-2028) (US $MN)       
6 Global Virtual Reality Content Creation Market Outlook, By Videos (2019-2028) (US $MN)       
7 Global Virtual Reality Content Creation Market Outlook, By 360 Degree (2019-2028) (US $MN)        
8 Global Virtual Reality Content Creation Market Outlook, By Immersive (2019-2028) (US $MN)       
9 Global Virtual Reality Content Creation Market Outlook, By 360-Degree Photos (2019-2028) (US $MN)       
10 Global Virtual Reality Content Creation Market Outlook, By Games (2019-2028) (US $MN)       
11 Global Virtual Reality Content Creation Market Outlook, By End User (2019-2028) (US $MN)       
12 Global Virtual Reality Content Creation Market Outlook, By Real Estate (2019-2028) (US $MN)       
13 Global Virtual Reality Content Creation Market Outlook, By Travel, Hospitality and Events (2019-2028) (US $MN)       
14 Global Virtual Reality Content Creation Market Outlook, By Media & Entertainment (2019-2028) (US $MN)       
15 Global Virtual Reality Content Creation Market Outlook, By Healthcare (2019-2028) (US $MN)       
16 Global Virtual Reality Content Creation Market Outlook, By Gaming (2019-2028) (US $MN)       
17 Global Virtual Reality Content Creation Market Outlook, By Engineering (2019-2028) (US $MN)       
18 Global Virtual Reality Content Creation Market Outlook, By Military & Education (2019-2028) (US $MN)       
19 Global Virtual Reality Content Creation Market Outlook, By Commercial (2019-2028) (US $MN)       
20 Global Virtual Reality Content Creation Market Outlook, By Retail (2019-2028) (US $MN)       
21 Global Virtual Reality Content Creation Market Outlook, By Automotive (2019-2028) (US $MN)       
22 North America Virtual Reality Content Creation Market Outlook, By Country (2019-2028) (US $MN)        
23 North America Virtual Reality Content Creation Market Outlook, By Component (2019-2028) (US $MN)       
24 North America Virtual Reality Content Creation Market Outlook, By Software (2019-2028) (US $MN)       
25 North America Virtual Reality Content Creation Market Outlook, By Services (2019-2028) (US $MN)       
26 North America Virtual Reality Content Creation Market Outlook, By Content Type (2019-2028) (US $MN)       
27 North America Virtual Reality Content Creation Market Outlook, By Videos (2019-2028) (US $MN)       
28 North America Virtual Reality Content Creation Market Outlook, By 360 Degree (2019-2028) (US $MN)       
29 North America Virtual Reality Content Creation Market Outlook, By Immersive (2019-2028) (US $MN)       
30 North America Virtual Reality Content Creation Market Outlook, By 360-Degree Photos (2019-2028) (US $MN)       
31 North America Virtual Reality Content Creation Market Outlook, By Games (2019-2028) (US $MN)       
32 North America Virtual Reality Content Creation Market Outlook, By End User (2019-2028) (US $MN)       
33 North America Virtual Reality Content Creation Market Outlook, By Real Estate (2019-2028) (US $MN)       
34 North America Virtual Reality Content Creation Market Outlook, By Travel, Hospitality and Events (2019-2028) (US $MN)       
35 North America Virtual Reality Content Creation Market Outlook, By Media & Entertainment (2019-2028) (US $MN)       
36 North America Virtual Reality Content Creation Market Outlook, By Healthcare (2019-2028) (US $MN)       
37 North America Virtual Reality Content Creation Market Outlook, By Gaming (2019-2028) (US $MN)       
38 North America Virtual Reality Content Creation Market Outlook, By Engineering (2019-2028) (US $MN)        
39 North America Virtual Reality Content Creation Market Outlook, By Military & Education (2019-2028) (US $MN)       
40 North America Virtual Reality Content Creation Market Outlook, By Commercial (2019-2028) (US $MN)       
41 North America Virtual Reality Content Creation Market Outlook, By Retail (2019-2028) (US $MN)       
42 North America Virtual Reality Content Creation Market Outlook, By Automotive (2019-2028) (US $MN)       
43 Europe Virtual Reality Content Creation Market Outlook, By Country (2019-2028) (US $MN)        
44 Europe Virtual Reality Content Creation Market Outlook, By Component (2019-2028) (US $MN)       
45 Europe Virtual Reality Content Creation Market Outlook, By Software (2019-2028) (US $MN)       
46 Europe Virtual Reality Content Creation Market Outlook, By Services (2019-2028) (US $MN)       
47 Europe Virtual Reality Content Creation Market Outlook, By Content Type (2019-2028) (US $MN)       
48 Europe Virtual Reality Content Creation Market Outlook, By Videos (2019-2028) (US $MN)       
49 Europe Virtual Reality Content Creation Market Outlook, By 360 Degree (2019-2028) (US $MN)       
50 Europe Virtual Reality Content Creation Market Outlook, By Immersive (2019-2028) (US $MN)       
51 Europe Virtual Reality Content Creation Market Outlook, By 360-Degree Photos (2019-2028) (US $MN)       
52 Europe Virtual Reality Content Creation Market Outlook, By Games (2019-2028) (US $MN)       
53 Europe Virtual Reality Content Creation Market Outlook, By End User (2019-2028) (US $MN)       
54 Europe Virtual Reality Content Creation Market Outlook, By Real Estate (2019-2028) (US $MN)       
55 Europe Virtual Reality Content Creation Market Outlook, By Travel, Hospitality and Events (2019-2028) (US $MN)       
56 Europe Virtual Reality Content Creation Market Outlook, By Media & Entertainment (2019-2028) (US $MN)       
57 Europe Virtual Reality Content Creation Market Outlook, By Healthcare (2019-2028) (US $MN)       
58 Europe Virtual Reality Content Creation Market Outlook, By Gaming (2019-2028) (US $MN)       
59 Europe Virtual Reality Content Creation Market Outlook, By Engineering (2019-2028) (US $MN)       
60 Europe Virtual Reality Content Creation Market Outlook, By Military & Education (2019-2028) (US $MN)       
61 Europe Virtual Reality Content Creation Market Outlook, By Commercial (2019-2028) (US $MN)       
62 Europe Virtual Reality Content Creation Market Outlook, By Retail (2019-2028) (US $MN)       
63 Europe Virtual Reality Content Creation Market Outlook, By Automotive (2019-2028) (US $MN)       
64 Asia Pacific Virtual Reality Content Creation Market Outlook, By Country (2019-2028) (US $MN)        
65 Asia Pacific Virtual Reality Content Creation Market Outlook, By Component (2019-2028) (US $MN)       
66 Asia Pacific Virtual Reality Content Creation Market Outlook, By Software (2019-2028) (US $MN)       
67 Asia Pacific Virtual Reality Content Creation Market Outlook, By Services (2019-2028) (US $MN)       
68 Asia Pacific Virtual Reality Content Creation Market Outlook, By Content Type (2019-2028) (US $MN)       
69 Asia Pacific Virtual Reality Content Creation Market Outlook, By Videos (2019-2028) (US $MN)       
70 Asia Pacific Virtual Reality Content Creation Market Outlook, By 360 Degree (2019-2028) (US $MN)       
71 Asia Pacific Virtual Reality Content Creation Market Outlook, By Immersive (2019-2028) (US $MN)       
72 Asia Pacific Virtual Reality Content Creation Market Outlook, By 360-Degree Photos (2019-2028) (US $MN)       
73 Asia Pacific Virtual Reality Content Creation Market Outlook, By Games (2019-2028) (US $MN)       
74 Asia Pacific Virtual Reality Content Creation Market Outlook, By End User (2019-2028) (US $MN)       
75 Asia Pacific Virtual Reality Content Creation Market Outlook, By Real Estate (2019-2028) (US $MN)       
76 Asia Pacific Virtual Reality Content Creation Market Outlook, By Travel, Hospitality and Events (2019-2028) (US $MN)       
77 Asia Pacific Virtual Reality Content Creation Market Outlook, By Media & Entertainment (2019-2028) (US $MN)       
78 Asia Pacific Virtual Reality Content Creation Market Outlook, By Healthcare (2019-2028) (US $MN)       
79 Asia Pacific Virtual Reality Content Creation Market Outlook, By Gaming (2019-2028) (US $MN)       
80 Asia Pacific Virtual Reality Content Creation Market Outlook, By Engineering (2019-2028) (US $MN)       
81 Asia Pacific Virtual Reality Content Creation Market Outlook, By Military & Education (2019-2028) (US $MN)       
82 Asia Pacific Virtual Reality Content Creation Market Outlook, By Commercial (2019-2028) (US $MN)       
83 Asia Pacific Virtual Reality Content Creation Market Outlook, By Retail (2019-2028) (US $MN)       
84 Asia Pacific Virtual Reality Content Creation Market Outlook, By Automotive (2019-2028) (US $MN)       
85 South America Virtual Reality Content Creation Market Outlook, By Country (2019-2028) (US $MN)        
86 South America Virtual Reality Content Creation Market Outlook, By Component (2019-2028) (US $MN)        
87 South America Virtual Reality Content Creation Market Outlook, By Software (2019-2028) (US $MN)       
88 South America Virtual Reality Content Creation Market Outlook, By Services (2019-2028) (US $MN)       
89 South America Virtual Reality Content Creation Market Outlook, By Content Type (2019-2028) (US $MN)       
90 South America Virtual Reality Content Creation Market Outlook, By Videos (2019-2028) (US $MN)       
91 South America Virtual Reality Content Creation Market Outlook, By 360 Degree (2019-2028) (US $MN)       
92 South America Virtual Reality Content Creation Market Outlook, By Immersive (2019-2028) (US $MN)       
93 South America Virtual Reality Content Creation Market Outlook, By 360-Degree Photos (2019-2028) (US $MN)       
94 South America Virtual Reality Content Creation Market Outlook, By Games (2019-2028) (US $MN)       
95 South America Virtual Reality Content Creation Market Outlook, By End User (2019-2028) (US $MN)       
96 South America Virtual Reality Content Creation Market Outlook, By Real Estate (2019-2028) (US $MN)       
97 South America Virtual Reality Content Creation Market Outlook, By Travel, Hospitality and Events (2019-2028) (US $MN)       
98 South America Virtual Reality Content Creation Market Outlook, By Media & Entertainment (2019-2028) (US $MN)       
99 South America Virtual Reality Content Creation Market Outlook, By Healthcare (2019-2028) (US $MN)       
100 South America Virtual Reality Content Creation Market Outlook, By Gaming (2019-2028) (US $MN)       
101 South America Virtual Reality Content Creation Market Outlook, By Engineering (2019-2028) (US $MN)       
102 South America Virtual Reality Content Creation Market Outlook, By Military & Education (2019-2028) (US $MN)       
103 South America Virtual Reality Content Creation Market Outlook, By Commercial (2019-2028) (US $MN)       
104 South America Virtual Reality Content Creation Market Outlook, By Retail (2019-2028) (US $MN)       
105 South America Virtual Reality Content Creation Market Outlook, By Automotive (2019-2028) (US $MN)       
106 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Country (2019-2028) (US $MN)        
107 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Component (2019-2028) (US $MN)       
108 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Software (2019-2028) (US $MN)       
109 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Services (2019-2028) (US $MN)       
110 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Content Type (2019-2028) (US $MN)       
111 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Videos (2019-2028) (US $MN)       
112 Middle East & Africa Virtual Reality Content Creation Market Outlook, By 360 Degree (2019-2028) (US $MN)       
113 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Immersive (2019-2028) (US $MN)       
114 Middle East & Africa Virtual Reality Content Creation Market Outlook, By 360-Degree Photos (2019-2028) (US $MN)       
115 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Games (2019-2028) (US $MN)       
116 Middle East & Africa Virtual Reality Content Creation Market Outlook, By End User (2019-2028) (US $MN)       
117 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Real Estate (2019-2028) (US $MN)       
118 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Travel, Hospitality and Events (2019-2028) (US $MN)       
119 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Media & Entertainment (2019-2028) (US $MN)       
120 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Healthcare (2019-2028) (US $MN)       
121 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Gaming (2019-2028) (US $MN)       
122 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Engineering (2019-2028) (US $MN)       
123 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Military & Education (2019-2028) (US $MN)       
124 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Commercial (2019-2028) (US $MN)        
125 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Retail (2019-2028) (US $MN)       
126 Middle East & Africa Virtual Reality Content Creation Market Outlook, By Automotive (2019-2028) (US $MN)

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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