Meta Quest 2


Meta Quest2

Why Libraries?

Libraries can transport patrons into immersive virtual reality experiences using the cutting-edge Meta Quest 2, enabling interactive storytelling, educational activities, and virtual tours of historical or faraway locations.


The Meta Quest 2 is a standalone virtual reality (VR) headset that offers immersive experiences without the need for a PC or external sensors. With its powerful hardware and intuitive controllers, users can dive into virtual worlds, engage in interactive storytelling, and participate in educational and gaming experiences.

Use Cases

  • Virtual Reality Learning: Libraries can leverage the Meta Quest 2 to offer virtual reality learning experiences to patrons. From historical reenactments and cultural explorations to scientific simulations and virtual tours, the headset can transport users to different places and time periods, making learning engaging and interactive.
  • Virtual Workshops and Events: The Meta Quest 2 can be used to host virtual workshops, presentations, and events within the library. Patrons can attend sessions on various topics like art, technology, or even virtual reality itself. This technology enables libraries to expand their reach beyond physical limitations and provide access to enriching experiences for a wider audience.
  • Accessibility and Inclusivity: Virtual reality can provide unique accessibility options for library patrons. The Meta Quest 2 allows users to explore virtual environments at their own pace and provides immersive experiences for those who may have physical or mobility limitations. Libraries can use VR to create inclusive spaces and offer equal opportunities for all.
  • Gaming and Entertainment: Libraries can incorporate Meta Quest 2 into gaming and entertainment programs. They can offer virtual reality gaming sessions or organize tournaments, allowing patrons to experience the thrill of VR gaming. This can attract new visitors and foster a sense of community within the library.

By embracing the Meta Quest 2 and integrating virtual reality experiences into their offerings, libraries can redefine the way patrons engage with information, stories, and educational content while fostering innovation and creativity within their spaces.



  • Hardware

    • PC optional
    • Minimum requirements: Smartphone app
  • Tracking
    • Six degrees of freedom tracks the movement of your head and body
  • Peripherals
    • Touch controllers
    • Soft, adjustable head strap
  • Optics
    • Glasses compatible
    • LCD display with 1832 x 1920 resolution per eye
  • Sound
    • 3D positional audio
    • 3.5mm headphone jack
  • Storage
    • 128GB or 256GB

Additional Resources