This sounds like an argument against TV or movies or the internet. Those things are also substitutes for real life experiences and yet people still spend huge amounts of time with them. VR doesn’t have to preclude the rest of the world. It’s an addition to it. When you don’t have the money or the time or the energy to go out it’s nice to be able to jump into something like VR and have fun with others from the comfort of your home.
If we had to strap our TV to our heads, we'd gravitate to something that didn't require that.
As it stands a "TV" can be a screen of many different sizes and configurations, it can even be a projected image. VR can't be anything but a headset strapped to our heads. That's the point I was making about it's uptake woes... It's obviously fun and will have plenty of users dipping their toe in, or should I say customers, but "en masse" was the point I was replying to and doubting.
What I was trying to communicate in my original post was that VR is not like those mediums on this specific point. It completely removes you from the environment, it provides a lot more immersion but then also takes a lot more commitment to dive into. It only takes me 30 seconds to get the headset on and be in a game, so that's not the issue, it's just an entirely different level of engagement. I almost feel a little guilty when I use VR, because it feels like I'm forgoing the real world. I don't feel that way about games or movies.
That’s odd because I have the opposite feeling. I almost never play regular computer games anymore because I see it as a time sink. I also avoid watching things by myself for the same reason. Playing a VR game or spending time with others in VR feels much more rewarding because I’m using my body instead of sitting in a chair and I feel more engaged with the people I talk to when they are embodied in an avatar and we are present in a space together vs just hearing their voice through headphones.