This approach recommends that we primarily use VR for dangerous, impossible, counterproductive or expensive experiences that are not easy to implement in the real world:
Training firefighters, rehabilitating stroke victims, learning art history via sculpture museums and having a visceral, perceptual experience of the Earth’s future to understand climate change for example, all fit squarely in DICE.
Alternatively, one does not necessarily need to don a headset to check email, watch television and conduct general office work. Such applications work better on 2D screens. By not putting such use cases needlessly into VR, society can avoid some of its challenges… [We] should focus on areas where VR is transformational and clearly the best medium for the job. [Emphasis mine]
— New World NotesReplicated under Fair Use from After Talking With Three Experts, I'm Convinced XR Headsets Will NEVER Go Mainstream -- But That Big Tech Will Keep Insisting Otherwise by New World Notes.