This video is a good run-through of the various games and virtual worlds out there, using a Rift and/or Vive. Apart from reconstituted on-screen to HMD games, which come off rather lame, there are cautionary elements to consider carefuly when creating virtual spaces and vitrual interactions.
Touch/hand controllers are critically important as is making certain your virtual world or VR app integrate them well with the workflow. I agree with the testers that the very next thing needed for room scale VR, given how limited the space can be for most people, is some kind of physical movement compression, although that kind of tech would be quite expensive.
Here is my studio room at home. It has an effective space of 24 x 30 feet. I consider this barely enough for room movement VR. I doubt many people have this much play space, so movement compression gets to be an important issue to resolve. Maybe there will be a temporary jump in yoga and Martial arts space rental for VR gatherings, though that means packing up ones fancy computers and VR gear for VR meets.