So your argument is parental pearl-clutching will kill VR, despite that fueling the early market, because manufacturers don't want kids using it in the first place? Even though the wide adoption among young early-adopters is fueling its initial growth and the potential for tech/price to penetrate beyond niche casual/kid gaming to mainstream markets remains?
I recommend you read https://en.wikipedia.org/wiki/Crossing_the_Chasm the first early adopter market isn't the only thing that matters to a new technology but it's essential for survival.