My argument is, that only these physical games are what currently sells VR, while the other experiences are not worth the current drawbacks.
> I'd even go so far to say that the lack of non-physical games is the biggest detriment to the continued adoption of VR.
If that was true, wouldn't the available non-physical games sell far better? Without knowing the numbers, Moss, Hellblade, and Lucky's Tale all didn't seem to make a huge splash. Developers of Subnautica and Everspace have abandoned their VR versions due to lack of interest. Additionally, I've consistently seen my friends chose 2D screens for games like Payday and IL-2 over VR.
Again, I want to underscore "currently". I believe in a future where VR becomes a primary display.
> Even the most fit player can only spend an hour or two playing physical VR games.
With this, and the sibling comments about the danger of injury, I'm a bit surprised at how cynical you are regarding the average health. I wouldn't call myself remarkably fit, but I can and have played for five hours. I'm also interested to see how all these teens fare growing up with the device. I imagine they will have an exceptional awareness of both worlds.