What will be the real "VR metaverse" for most consumers is the one that maps to reality. The AR metaverse. Being able to visit people in real life in real locations, virtually: augmented reality. Where the virtual reality part of that is a small extra side bit for the dedicated people.
While there used to always be soft pressure to structure your life in the real world, with work and school online, folks who otherwise would be pressured to interact offline might now find interaction online to be just as fulfilling. Or at least equally fulfilling for things like work while saving quality, offline time for friends.
I know there are headsets now, maybe it will go differently. Maybe not.
But having seen virtual worlds come and go multiple times, I'm going to assume that it's another hype cycle until there's compelling evidence to the contrary.
You might as well not be a person if you live in a virtual world...necessities like money and basic human needs mean people outgrow their fantasy world, and their fantasy games. Moves like this cause fragmentation, such that there is no one virtual world.
As your userbase gradually dwindles to nothing...they grow up and have lives. Or don't, and are usually characterized by low paying jobs, poor health.
Ofc not every low paid worker is there by choice, and some are born disabled, but on average these games are a cause of their plight.