PCs were starting to take off in the late 80s, but they did not go mainstream until the early 90s. That explosive process of vertical take-off still takes years. This isn't about standards, it's about sales.
I actually can say the same for VR. You just don't seem to understand it despite claiming to be knowledgeable on VR. VR for consumers can be used as a tool in many ways. Like PCs, it can be used for computing work, for socializing, for skill training and learning, and for visiting real world places. The majority of what I described is not necessarily focused on entertainment, but rather using VR as a tool.
There are people who take virtual classes to learn how to dance, DJ, do yoga, attend lectures from science professors, and so on. It seems you never thought of this occurring.
3D TVs are not a platform because it is an additional mode to an already existing platform. Yes, you need to build specific displays to do this, but the point is that the end result is still, a TV; the change is incredibly small. Bringing 3D TVs up doesn't work in 2020, as the 4 year mark of 3D TVs was in serious decline that never stopped, but VR has never been in a better position.
Consoles act very differently to PCs; they cannot do most of what PCs do, and are designed around games; they are not meant for the tooled use of PCs.
Smartphones are mobile and have an entirely different interface to PCs with lots of new usecases, which makes them again different.
Smartphones are also very different to mobile phones, because mobile phones have a different interface unless you refer to modern mobile phones as smartphones as the words have become mixed these days.