As virtual reality (VR) technologies become more commonplace in society, it is important for libraries to include these technologies as part of their services, not just because demand for them increases, but because their use can expand what a library offers its users. From in-depth gaming to being able to explore potential career paths, VR technologies have opened a new world of exploration and information.
As Ellern and Cruz (2021) investigated with their study, "the myriad of challenges that arise not just from rethinking how an academic library engages with technology, but from pushing the boundaries of what library work is (or could be).” Technology not only changes what a library offers, but even more generally how a library operates as a hub of information in the community. Playing this role, it is important for libraries to constantly be adapting to the needs of users or create a service that users will want.
This LibGuide will offer resources and information on what VR technology can offer libraries and their users and also how libraries can begin to integrate virtual reality technologies into their services.
“The increasing popularity of digital technologies, especially virtual reality (VR) technologies, creates unique opportunities for rethinking and improving library services.” -Kunanets, Lypak, and Zholna (2024)
Ellern, G. D., & Cruz, L. (2021). Black, White, and Grey The Wicked Problem of Virtual Reality in Libraries. Information Technology and Libraries, 40(4). https://doi.org/10.6017/ital.v40i4.12915
Kunanets, N., Lypak, H., & Zholna, D. (2024). Virtual Reality in Libraries: Analysis of Opportunities and Challenges. Visnyk Kharkivsʹkoï Derz͡h︡avnoï Akademiï Kulʹtury, 65, 83–95. https://doi.org/10.31516/2410-5333.065.06