Earlier quoted context omitted.
I bought an Oculus Rift devkit and later the full version and loved it, but I actually have doubts about it only being a content problem. VR has some inherent problems (lack of any outside visibility, motion sickness, space restrictions) that are hard to solve and keep many people away from it. For me it only really worked in racing games where i was not moving at all and even then it is quite exhausting.
Those are pretty large problems. As an outsider it seems that the people bullish on VR think consumers, with respect to these problems you mentioned, will just get over it because of how compelling VR is. It seems obvious to me that they will not get over it. The lack of any outside visibility is a huge problem for families. It is anti-social. Small kids can't be near you while you are using VR. Pets can't really be…
I've been visiting my friends who have VR, and organised VR mini-parties at my place. The setup goes like this: you show what's in VR on a tv screen, one person plays, and others watch, taking turns. Works extremely well with Beat Saber, FNAF, and some shooters.
I also did social painting in VR, where people took turns drawing in Tilt Brush, and others went in to look at it, adding to it their own stuff.
Another case I saw is adding VR setup to a bigger party, which works very well with Beat Saber.
VR can be just as social as couch-multiplayer on consoles, or Karaoke. If not more.
As for pets, it depends on a pet, but with 2-3 dogs I saw there were no issues whatsoever.