The Olympics in Rio next month is sure to be a huge spectacle of sporting achievement and success. However, that success won't be limited to the competitors taking part, but will also be true for the new technology being used to capture the event and share it with the world.
There are also grand plans to incorporate VR into military strategy, to prepare NASA astronauts for their first voyage into space and even to train apprentice welders. The opportunities, it appears, are limitless.
Gamers, movie-goers, entertainment enthusiasts or, quite simply, experience-hungry millennials are crying for mainstream, cheaper virtual reality. But as new VR kid on the block Vive continues to intrigue users, we have to ask ourselves who will end up being credited with bringing this incredible technology to the masses.
New technology always creates a buzz, but the overwhelming online feedback has been one of dismay at the price. Yes, it costs roughly $100 more than expected, but of all the feedback, it's surprising to see how many hardcore gamers and journalists seem to be taken aback, with the internet now rife with complaints and moaning.
VR's future lies not in the home, but in the workplace. Architecture, engineering and construction firms have all been jumping on the virtual reality bandwagon. Why? Because it improves how we build and make things.
Do you, as the media creator, want to create a roller coaster, exciting but the same every time, or almost a choose-your-own-adventure story which your audience will each experience slightly differently to each other and each time?
Assuming that a virtual reality experience will make someone less likely to visit a destination is like saying that after looking at a travel brochure, watching a destination video, or even reading an article by a top travel journalist, you'll sit back and go: "Tick! Done that!"
Social media impacts everything we see in the Western world; from the way we shop to how we meet potential dates. There is no longer a divide between online and offline.
Why read about a product? Why not actually touch and feel it? The user experience is about to enter the next frontier. Consumers will expect a far greater 'experience', and that will require the business community to consider how best to use VR.
Imagine a world where a young fan of a new band has the choice between buying a t-shirt, or a download, or a vinyl... or a share in a new band that could generate a return on investment and possibly a significant one...
Google Glass is an incredible product, it's proof that we have now reached the required level of technological skill to produce a truly wearable smart device. It's powerful, light, easy to use and features some great technological innovations including a bone-conducting microphone/headphone. It's also £1,000. Lets just take a moment to think that through.
There's been much debate in the press recently about whether Kickstarter crowd funding campaigns offer backers a raw deal. If the rewards offered: previews, back-stage passes, special commemorative t-shirts, and premier invitations are really adequate compensation for early investment in a speculative project...
The joke, if your head has been in a bucket the last few days, centres on Facebook's purchase of Oculus VR - a virtual reality start-up that, even though it has yet to release a single product, found itself bought for billions of dollars.
My biggest take away from the whole experience was that Toshiba Encore was a very powerful device, one that was capable of doing so much more than you would think a small tablet could do - and that is just scratching the surface!
The Consumer Electronics Show (better known as CES) is an ideal place to take the pulse of technology for the coming year. Last week's event in Las Vegas could have taken that pulse with a wrist-worn fitness monitor as wearable technology dominated proceedings.
Virtual reality seems to be able to increase the fear factor without even steeper drops, more loops and faster acceleration rates. Perhaps it is because virtual reality will always be a more private experience - like playing Dead Space in a dark room surrounded by pizza boxes.