> started to understand VR and use it more regularly, namely the fitness and social apps
This is the interesting thing that I observe : beyond the hype there are some genuinely valuable quite mainstream applications. Fitness, e-sports, and virtual monitors being some of the key ones. I regularly use VR for 1-3 hours a day doing these.
The problem is that the hype actually gets in the way of people experiencing those. They all require some skill acquisition or semi-non-trivial setup. So instead of someone getting introduced to VR in the form of one of these more sustainable ways, they are shown a glitzy experience that dazzles them with 3d effects that is interesting for a few minutes but has no longer term value. It's like a sugar hit that lasts a short time but actually leaves you feeling worse afterwards.
I think Facebook et al need to work out how to bridge people between these experiences to make it get more mainstream uptake.