Now, my Oculus headset sits gathering dust in a cupboard. Nobody I know wants it because it's so boring using it for more than half an hour.
I don't get it, but maybe I don't have to.
As a total counter example, I'm in my 30s, live with my girlfriend (in her 30s) and we play with our Valve Index together several times per week. We also have friends over for house parties where we play VR together (as well as Nintendo Switch.)
Now, imagine this is still "v0" of VR, that I am playing it on a weekly basis etc with my non-gamer girlfriend, I can easily imagine this being massive in 10 years.
It was probably less than 5 years before Wifi was ubiquitous.
Edit: To be clear, IMO most disruptive technologies are not driven by established mega-corporations.
iPhone?
Facebook Mobile?
(And earlier, Bell/IBM/Oracle)
Facebook Mobile is... I'd have to think hard about what it actually is, so I'm not sure that qualifies as disruptive.
Now the iPhone was disruptive. But although you'd fairly classify Apple today as an "established mega-corporation", it's a lot harder to do so when the iPhone came out. To the extent that Apple can use its market share to wield a powerful bludgeon against those who dare cross it--which is what I associate the phrase with--that market share doesn't exist until the phenomenal success of the iPhone. It certainly couldn't do that on the basis of its OS or computers (indeed, you can argue that it still can't do that today). The iPod, or more accurately iTunes, may have given it that power against the music industry, but that's the closest to any sort of tyrannical power it might have held at the time.
The key feature of Gmail was scale, which allowed it to offer much better spam detection, which allowed it to capture more market share, etc.
Facebook mobile is the idea that you have something (Facebook) that was popular somewhere (PCs), that for strategic reasons (TAM / global penetration, location-targeted advertising) pivoted to a completely different medium, and invested non-trivial company resources in making that happen.
The iPod/iTunes were pretty damn big. And specifically, big in demographics that were ideal iPhone customers. Apple in 2007 was very different than Apple in 1997.
iPhone was a breakout product from a decidedly no-longer mega corp who practically died in the 1990s. I guess they had already made a resurgence with the iPod, but I think iPod leading to iPhone is similar enough that it's the same jump.
A mobile app from a company is a breakthrough product in your eyes?
https://www.cnbc.com/2017/06/21/when-zuckerberg-said-faceboo...
This has been said to be the case (though for the first several waves with a different analogy, for obvious reasons) for every wave of the VR hype cycle since at least the mid-80s.
But it keeps not sticking, and I don't see any convincing reason to believe that the people pushing, or buying into, the hype understand why it keeps not sticking, much less have done anything in the most recent wave to overcome those problems.
If that's the real intent, it seems kind of sad.
i own two vr headsets but don't really use them for more than casual gaming with friends. haven't really seen the killer use case yet
google glass style AR still has the most "futurey" appeal to me
Second Life was launched in 2003
VR is in that phase for multiple decades already.
The field is in its "90's internet phase" right now. The tech is still immature, but is rapidly growing in capability and ambition.
Just like most people in the 90's had no idea how "internet" would be used, I think our ability to conceive of VR/AR/XR/metaverse is similarly myopic.
I would give it a 10-15 year timeline before it fully eats the world. But now is the time to build.