Ready Year One

This reflective piece chronicles the first year of establishing a Virtual Reality (VR) program at the Paul Sawyier Public Library in Frankfort, Kentucky. Beginning with limited VR experience and a modest budget, the author navigated the challenges of launching the initiative—from equipment procurement and account management to program development and community engagement. The library introduced VR experiences aimed at enhancing digital literacy, education, and recreation for diverse age groups, achieving notable success with programs such as Anne Frank House VR and Maestro VR. Lessons learned included the importance of thorough preparation, selecting age-appropriate content, embracing community feedback, and adapting programming to audience needs. Despite early obstacles, the VR initiative attracted over 50 participants in its first year, demonstrating the community’s readiness for emerging technologies. Building on this momentum, the library plans to expand its VR offerings, cementing virtual reality as an innovative and inclusive tool for lifelong learning and engagement in a rural setting.

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Publication Details

Journal
Information Technology and Libraries
Published
2025-06-16
DOI
https://doi.org/10.5860/ital.v44i2.17424
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Ready Year One

D.W. Bennett
Information Technology and Libraries
Virtual Reality Applications and Impacts
article

Ready Year One

D.W. Bennett
article en

Abstract

This reflective piece chronicles the first year of establishing a Virtual Reality (VR) program at the Paul Sawyier Public Library in Frankfort, Kentucky. Beginning with limited VR experience and a modest budget, the author navigated the challenges of launching the initiative—from equipment procurement and account management to program development and community engagement. The library introduced VR experiences aimed at enhancing digital literacy, education, and recreation for diverse age groups, achieving notable success with programs such as Anne Frank House VR and Maestro VR. Lessons learned included the importance of thorough preparation, selecting age-appropriate content, embracing community feedback, and adapting programming to audience needs. Despite early obstacles, the VR initiative attracted over 50 participants in its first year, demonstrating the community’s readiness for emerging technologies. Building on this momentum, the library plans to expand its VR offerings, cementing virtual reality as an innovative and inclusive tool for lifelong learning and engagement in a rural setting.

Information Technology and LibrariesVol. 44(2)
Saint Paul Public Library (US)
Openalex Percentile: Top 87%
Virtual Reality Applications and Impacts
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Ready Year One — D.W. Bennett · Information Technology and Libraries (2025) | TGRS Research Map | TGRS