Is home entertainment the breakout (sustainable) market for VR? That is where most of the public-facing hype is, but it's a very particular market (people are very price sensitive, "training" is self motivated and people eschew instructions, space is a concern, quality expectations are rather high). I also feel like it can be fickle and difficult to build something sustaining.
I've done some VR development and room VR is amazingly good at conveying scale and space. I was mostly dabbling with architecture and vehicles. When people are finished and take off the VR headset there's often a double-take because they forgot how small of a room they were in. It works for assessing scale and space in ways a video, picture, or diagram can't. It's the kind of difference that makes people order doll furniture off Amazon--something that would never happen if you bought it in store.
Other comments on here talked about how game changing Google Earth VR is. Not just for entertainment, but for surveying and planning outings.
The business market has its own problems and demands, though.