Once viewed as a bleeding-edge technology, virtual reality (VR) has seen explosive growth. A three-billion-dollar industry in 2017, virtual reality is currently forecast to surpass $50 billion in market value by 2023, driven by commercial VR headsets. Despite the increasing availability of VR technology, the cost can still present a barrier to access for many library patrons. Additionally, as with all emerging technologies, there can be a hesitancy to try something new. With this in mind, how can libraries work to introduce VR technology to our communities?