By implementing VR technologies into the VCL, we would be able to enhance services as well as create new and innovative ones. Through different VR stations in the studio, users would be able to access a variety of software applications covering different genres. Through access to VR hardware and software, users will have curiosity sparked, imaginations inspired, creativity developed, knowledge gained, and skills earned. More importantly, they will have fun doing so. This report will introduce VR, define its major components, provide context as to why we should implement it, analyze the impact of VR, analyze case studies from other libraries, and outline a strategy for implementation.