When the New York Times got to the Apple buzzword "copresence" to describe AR, I couldn't help thinking of the word
coprolite.
Depends upon where the emphasis is there. The "VR== gaming" mindset set drifts toward the creation of fake people so that real people can interact and cooperate. That groups tends to want to tilt AR toward artificial reality (as opposed augmenting the one folks are actually in). If it is more augmented reality 'co-presense' where two (or more folks) share a reality space (as opposed to a mostly fake/artificial) one to do collaboration on real world issues ( as opposed to operting in a fake, escapist world), then there is some upside.
For example sharing a plain normal whiteboard across separate locations as opposed to creating a fake white board and fake people .
I think the problem is pretty clear. Apple's been great at me-too products that take over the product category. I think they thought VR was going to be a viable category by the time their version was ready,
But Apple consistently has not been stressing VR. They have stressed AR (and not the 'artificial reality' version).
It sounds like there has been a bit of debate of just how narrow of an overlap with VR that Apple should pursue, rather than Apple 100% commitment to VR.
Apple has put AR abilities into iOS/iPadOS so they wouldn't be starting from scratch. The headset would add a handsfree aspect to that. (i.e., don't have to physically hold the iPhone/iPad to point it at something. Just use your eyes. ). But not leaving behind that foundation that the handhelds lay down.
Part of the problem has been some folks keep mapping the "VR==gaming" stuff onto what Apple 'has to do". Apple has to cover Meta. It is likely closer to Apple is covering what Microsoft did (or failed to do ) with Hololens.
( the CPU/GPU/compute of the Hololens has largely been relatively limited. Microsoft has an augment processor for the more specialized compute, but the baseline abilities are rather limited. )
and what happened instead is that the category died out from under them. So they're currently devising the spiffiest corpse in a dead realm, they know it, and that makes it hard to motivate folks.
AR is more ignored than dead. Telemedicine has done a huge uptick over the last 4-5 years. Teleconferencing same thing.
Case Western Reserve Univ has a mixed reality anatomy teaching tool ( replace physical cadavers with an AR one)
https://case.edu/holoanatomy/
Some results so far show that student retain more anatomy information better over a longer term using the tool. Two or more people can point at the same thing and talk about it collaboratively. Not surprisingly learning a 3D object structure is better when looking at an accurate 3D structure (why cut up bodies for last couple of centuries. ) .
There are lots of jobs where folks have to learn stuff about real world ( as opposed to escapist world ) objects. Being their intended future job tends to make them pretty well motivated to learn it.
The 'motivation' thing is far, far , far more so about entertainment for the escapist , fake world which largely (broad scale ) isn't career oriented or very natural humanistic socializing. The escapist fake world Metaverse is largely about sucking folks in where they can be monetized.