1. Traditional computer gaming: obvious
2. Fitness/aerobics: this overlaps with gaming. It's a lot easier to be motivated within a VR environment where you're boxing or slashing to a beat. You'll want a light and comfortable headset for this.
3. Virtual movie theater screen to watch any of your video files on. I think the hardest issue here is optics. Screens can already be higher quality than movie theater projections, but I think optics/lenses will be a one of the most difficult problems to overcome for VR.
4. Use a virtual multi-monitor setup anywhere. (or really, just place individual app windows anywhere at any size)
This isn't an exhaustive list, there are also a lot of possibilities in creative and social apps.
I went to a couple of Reggie Watts comedy/music shows in VR. I've watched movies in a virtual theater with friends. I've played poker and other card games in VR.
Those sound great but they altready exist on pc with lots of pc developers and non of yhem are gonna support an apple only device.
Apples big issue in these kinds of market is that the developer tools are heavily monopolized by windows users to the point that even mac developers will create AR experiences on unity using microsofts C# instead of ARKit with Swift.
Apple will never compete in this arena unless they fully support crossplatform development like microsoft has. Microsoft even has better documentation of apple frameworks than apple does. Most of the apps in the app store arent developed in xcode, just compiled, and thats pretty pathetic.
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