I think Meta's strategy was the right one. The only execs who would even consider adopting a virtual work model would be gamers who are already familiar with the tool. Gaming was their way to get in the minds of their potential next phase enterprise customers.
We've had many people tell us (often on Hacker News actually) that they're not super interested in VR gaming, but are very interested in VR computing.
(I myself am one of these people BTW; despite working in VR for half a decade now, I have almost no interest in VR gaming, and wouldn't be interested in the field were it not for its enormous potential as a new thinking tool).
My point is that interest in sci-fi technologies and having some interest (prior or current) in gaming are highly overlapping demographics. Many games explore interactions with future technologies.
Additionally, from a technical perspective of an executive who is looking into VR, "if a headset can provide the fidelity to play games then that would mean it can likely do X and Y complex things my business does"