I don't feel like I could accurately predict that, right now.
VR has some of the same problems that 3D has failed to overcome for home use- it's isolating in what many have come to think of as a social experience; it's hard to share with others you'd like to see this cool toy; it's expensive, one format's media may not work with a similar product, etc.
Unlike many people on this site, I actually got to try out some of the first vesions of VR, little more than proof-of-concept demos, including playing a couple of games in London. The headset was heavy and the graphics wouldn't impress anyone now, but there was still something definitely "cool" about it, at least for the two-to-five minute periods the games ran. Certainly nausea would have been a real problem for longer stretches, and seeing whether they've actually overcome that problem will be a major consideration.
But I think a lot of it will come down to demo-ing and marketing, and we really haven't seen how and where they're going to do that, yet. If you can get a line twenty deep in a mall somewhere to see a really immersive VR experience- maybe playing what the player is seeing on a big honking screen behind him or her so the people in line can watch- do I think some people might come home thinking this is really something they'd like to do in their own homes? Yes, yes I do.
So I think this is still the developers' fight to win or lose. We shall see.