Japan Virtual Reality Market Assessment, By Component [Hardware, Software], By Device Type [Head-mounted Display, Gesture-tracking Device, Projectors & Display Wall, and others], By Technology [Semi Immersive, Fully Immersive, and Non-immersive], By Distribution Channel [Online, Offline], By End-user Industry [Gaming, Media and Entertainment, Retail, Healthcare, Military and Defence, Architecture, Education and Training and Others], By Region, Opportunities, and Forecast, FY2017-FY2031F