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.
What's clear from MWC is that, to detract from the huge buzz around wearables, phone companies are now having to grab attention with quirks like a dual-edged screen (Samsung) or 1TB of storage (Microsoft).
The devices that let us engage with the AR/VR worlds are only part of the equation. Yes, those devices must create a great user experience. But we must understand how people will want to engage; with what they'll want to engage; where they'll want to engage; how they'll want to engage; and for how long.
I'm not quite sure you realise what you have done, Microsoft. If you give me the power to fill my world with magical 3D objects, that's exactly what I'm going to do. And I am going to abuse that power.
Psychologists and computer scientists from University College London (UCL) designed a virtual reality experiment in which, by the use of avatars, people could experience the compassion they would show to another, but directed towards themselves.
The exhibition presents artworks in a wide variety of media, from paintings to film, from sculpture to sound. But all of it questions that gap between our virtual lives and our reality.
For years I've been aware of a cool app that allows you to text while seeing where you walk to prevent accidents like falling over... Though despite it being around for years, the integration and adoption of some technologies require a tipping point before they become mainstream.
The smartphone revolution is complete, but - as ever in human history - there are new horizons to explore. Glass is one of those boundaries. VR is another. Electric vehicles are another. Isn't that, surely, something to celebrate? Let's embrace them, criticise them, refine them. But let's not dismiss them. Let's instead take Google's advice, and try it - and see.
The Designs of the Year awards and exhibition at London's Design Museum offers plenty of food for thought for marketers.
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.
Recently, I have been cycling to work and it has given me more of an opportunity to look at the other commuters then driving did. I have noticed that the vast majority of them are plugged into some form of media, one way or another.
We live in a commercially driven, high-tech world that has revolutionized our life. Homework is richer through Web search. Time is saved through Siri. People are connected across continents through Skype. But to what extent does this mean we are now virtually living?