Meta Quest 3


Meta Quest 3

Why Libraries?

Quest 3 in libraries is a transformative force, reshaping user engagement. It breathes life into virtual book displays and interactive storytelling, enhancing the immersive learning experience. It represents an innovative approach that revolutionizes how libraries function, making exploration and education more dynamic and engaging for users.


Meta Quest 3, the cutting-edge mixed reality headset, offers a 30% resolution increase, 40% louder audio, and a slimmer design for enhanced comfort. Seamlessly transitioning between immersive and blended realities, powered by the Snapdragon XR2 Gen 2 platform, it redefines the user experience with groundbreaking features and advanced technology.

Use Cases

  • Virtual Reality Learning: Libraries can leverage the Meta Quest 3 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 Quest3 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 3 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 3 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 3 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
    • 2 Touch Plus Controllers with wrist straps (preinstalled)
    • Ergonomic and adjustable head strap for comfort
    • USB-C charging cable
  • Optics
    • Pancake lens
    • Glasses compatible
    • 2 LCDs with 2064 x 2208 pixels per eye
  • Sound
    • 3D positional audio
    • 3.5mm headphone jack
  • Storage
    • 128GB or  512GB 

Additional Resources