When deciding what sort of application to create in Virtual Reality, the normal rules of development that have worked in the mobile space simply do not translate well. Well designed mobile apps focus on creating a social experience that users will spread through their various connections whether they be friends or family. This offers a relatively surefire method of achieving the critical mass necessary for any product to succeed. Unfortunately this method relies heavily on the end-users social group having the ability to try and eventually buy your product.
Take a quick poll of all your Facebook connections and think about how many of them actually own any sort of VR device. The answer is likely to be not many and this answer is heavily biased since we are some of the few people who do own these devices already. That is why it is imperative that until VR is able to claim the blanket ubiquity that mobile devices have that we turn to the idea of the interest graph instead.
By developing with interest graphs in mind rather than social graphs, you expand your market to include communities that do not necessarily depend on geographical proximity. There are millions of people who are interested in skydiving and yet the majority of your social connections have never tried it. Creating a Virtual Reality experience that targets groups of people whose only commonality is their love for adrenaline or superpowers allows you to venture beyond the comfort of a social graph. That’s not to say that making it harder for your users to share their experience is inherently bad in VR, but is instead meant as a nod towards those whom the current market consists of.