Global Virtual Reality Market Assessment, By Component (Hardware, Software), By Device Type (Head-mounted Display [HMD], Gesture-tracking Device [GTD], Projectors & Display Wall [PDW], and others), By Technology (Semi Immersive, Fully Immersive and Non-immersive), By Distribution Channel (Online, Offline), By End-use Industry (Gaming, Media and Entertainment, Retail, Healthcare, Military and Defense, Architecture, Education and Training and Others), By Region, Opportunities and Forecast, 2016-2030F