"Most VR users are children" is a very different statement from "Most children are VR users." The former can be very true without the latter being true at all; it just implies that "most people are not VR users", which is also true.
You have a point, but my comment is better than an anecdote.
There’s about 30 million children in the US in the right age group for using VR headsets, and over 20 million Quest headsets have been sold. It might not be accurate to believe that most children will accept VR, but it’s not out of the realm of possibility especially since the MAUs for adults are terrible.
The market for VR headsets is worldwide, so the right denominator is the ~600B children in the developed world. If you generously figure that half of those headsets are used by children, that's ~2% penetration, which seems more like it.
20M units sold is tiny for a consumer electronics product, BTW. I work on Android Tablets, and we have ~300M MAU. Phones are 3B. 20M makes VR only about 20% of the market size of AndroidTV, which has about 110M units sold.
That’s not a good way of framing it because the vast majority of the headsets were sold in the US. I would be surprised if there were even healthy sales in developing countries, so we shouldn’t be counting all of the children in the world. Not to mention that you probably have to exclude children under 10 give or take.
Yes, I agree that VR is not popular with most of the adult population. At the moment, VR has a similar stigma that computers, the internet, and video games once had. It will likely stay that way until these children become adults, unless Apple can refine “spatial computing” fast enough to overcome the stigma.