I think the social side of it will be a big part of this. It lets you get together with someone who's hours away from you and have experiences together in a shared space. The avatars actually convey a pretty convincing sense of "this is another person next to me that I'm talking to" in a way that video calls don't. You trade facial expressions for a sense of physical proximity.
Or comparing to normal first person video games, you can see your friends' character as a fully detailed model, you know they're controlling what direction it turns, when it moves, whether it jumps. But the character fundamentally isn't them, it's a character that they're controlling.
And that's the weird thing about people's avatars in VR, it might be a low resolution floating torso and hands, but being in VR where the physical motion of their head and hands is directly translated to avatar movements makes it feel like the avatar is a low-detailed person instead of a high-detailed puppet.
The games and other experiences are obviously part of the selling point too. Being able to deflect blaster bolts with a lightsaber, throw droids off the top of a building with the force, shoot hordes of zombies, fly a jetpack, become a wizard, solve puzzles by working together with giant and tiny copies of yourself, have your friends talk you through defusing a bomb, and so many other things that we haven't thought of yet.
Smaller market, but I can see a lot of promise for virtual training simulations as well. Less sophisticated than flight simulator cockpits for pilots, but dramatically more accessible.
ILMxLAB has another project in the works, I think in the setting from the Galaxy's Edge stuff at Disney's parks, which I'm not personally familiar with. But I'll get to try the VR experience, since my headset is a lot more convenient than a trip to Florida or California.
Missed the edit window but another cool thing to note here is that Vader Immortal is inherently ambidextrous. That's a pretty common setup in VR software.
I learned to mouse right handed because that's always where the mice were (and often specifically shaped for right hands). Other peripherals like joysticks and throttles tend to be set up that way as well. First person shooters always have all their characters holding items in their right hand, even if that doesn't affect gameplay.
But in VR the two controllers are often equals - they're your hands, and you can use whichever one of them you like. There's a ping pong paddle or a lightsaber or a laser gun, and the game doesn't care what hand you pick it up with. The lightsaber dojo clip I posted has me using the sabre with my left hand the whole time, but you can even pass it from one to the other mid-game if you want to.
Probably not exciting for all you righties, but I enjoy it.
Why do you think so? I don't disagree, but I don't feel that confident about it either.