Think you're off base here and the issue is comfortability. People spend all day on their computers and phones, VR just needs to make some breakthroughs in comfort (maybe built-in fans? Literally include ginger tablets with the headset?) to get people over the initial nausea hump. This plus higher resolution for AR purposes will do a ton.
Now, there may also be a physical laziness factor to overcome, but there are enough people that enjoy moving their bodies to really explode the industry even if all the lazy folks stay 2D.