VR has applications, but mainstream consumer use is not one of them.
I suspect and predict the killer app is simply greater bandwidth and bigger screens for ordinary video calls. Some marketer will find the right angle and moment to proclaim "telepresence is here!" and the mainstream ambitions of VR will evaporate. All interest will go to "half rooms" where the "other half" of the room is someone else's telepresence half room. On demand, of course.
Gaming will always have some type of VR hardware - that's too compelling not to try. However, beyond gaming the ordinary person does not really need 360 degree immersion for anything unless they are learning something complex and VR is used in the profession they are learning about.