I totally disagree with this. Early gaming consoles (~70s) took off roughly a decade before early PCs (~80s). Yet many of the people who bought the latter had little interest in the former. They were two completely distinct markets (with some, but clearly not extensive overlap).
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"
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).