Re: .... second life....
From the very beginning it was obvious that VR was for gaming.
Heck, even the examples in fiction are almost entirely games. The Star Trek Holodeck is used purely for recreation in all except maybe two episodes.
The Quest 3 is very, very good, and a huge amount of fun.
The trouble is:
A) It's impossible to advertise. It has to be experienced to find out whether you're in the majority who enjoy it or the minority who absolutely hate it.
Nobody is going to spend that kind of money if there's any chance they're in the latter group.
B) There aren't enough games because they're hard to develop and test. Many of them also need tethering to a big beast of a PC, because deploying to "native" is harder than it should be. So it's not really a games console, raising the cost further.
C) You need a pretty big room with a relatively high ceiling to play most of the games. Most people don't have a 2.4m cube they can dedicate to gaming.
D) You often end up having to stop because the batteries need charging, not because you wanted to.
E) The above combined means that game sessions are often a slog to start. You can't just hit a button, grab your controller of choice and play, you have to clear space, start your PC and Steam, put on and adjust the headset, verify the space is clear, launch Steam in VR, then finally launch the game.