> It's an incredible escape mechanism
This argument keeps coming up, but it's not substantial enough. Not everybody wants to escape in that way, nor do they need to.
A good film, beautifully and cinematically realised to incite powerful emotions; a fun game that engages the player to the extent that it's suddenly midnight and you don't know where the day has gone; or simply a good book that you read in bed until your eyes are sore.
Or hell, just flicking through Facebook/Snapchat/Instagram/reddit/HN (circle as applicable).
> And if you are not a creative type you can pay 0.99$ to get a virtual pet dragon and hangout with your friends and play a bunch of crazy stuff
Sounds tedious. We've had those kinds of things already — Second Life, Small Worlds, Active Worlds, Habbo… their popularity comes and goes, but they're hardly mainstream. Most times people want to do something together, it's for the sake of communicating feelings and ideas; sitting across from avatars of my friends is so much more contrived than just talking to them through voice chat, video chat, or text messaging that I don't see that most would bother.
The pet dragon sounds more fun in AR, roaming around my actual house rather than requiring me to enter a limited virtual world by shutting out my ability to see the actual world around me. Even then, I don't think I could persuade my fully-grown adult friends to come watch me play with a 3D tamagotchi, mainly for the reason that … well, it's utterly stupid.
Going back a bit:
> be immersed in a place where you have a ton of power at the tip of your hands with 0 limit on your creativity
What you're describing sounds basically like 3D artwork. The majority of people aren't creatives who could draw stickmen let alone do great and massive 3D artworks; that's so much more intimidating, I don't see the general public dropping thousands of dollars on equipment to ignore whatever art software they've decided on. That's another thing: it's not as though zero limits on creativity is mutually inclusive with the concept of VR; it depends on the software available, and not everybody may be in a position to buy the best ones.
I don't see "an incredible escape mechanism" as the killer app for VR, nor do I see these examples are being what will drive the masses to VR. If anything, it's possible to do what people proposed in VR using AR, without the need to have people forsake the real world and their sense of security with it.
Those of us who want a 100% escape mechanism are fewer and further between than we may imagine, and I suspect many are driven by the technological impressiveness of VR rather than the daily utility.
I believe VR will have specific uses like gaming, art, simulations, and training. Maybe people with high levels of stress or mental illness could benefit from entering another world, too. But the masses? It ain't gonna happen.
Finally, I doubt FB is working on virtual worlds. It doesn't help their business in any tangible way. They want data that they can use to sell things; if they wanted data from our sensory perceptions, they'd just record our voice and video chats.