There's no reason to think there will ever be a sustained demand for VR entertainment. The experience is novel (for a time), but it's not qualitatively better than other delivery systems. And then, of course, the transient novelty never quite justifies the expense. VR's perception simulation has an uncanny valley-like effect. It's a bit too close visually (with the inevitable nausea), but it also calls attention to the absence of other forms of sensation.