Purpose
Virtual Reality (VR) has become a popular topic recently, and the quality of immersive experience nowadays is beyond our imagination. While VR applications for entertainment are common, it is a new and popular trend in academic libraries. Although many academic libraries in the West have started to provide VR services to catch up with the trend, the deployment is not quite popular in the East. This research aims to identify the reasons behind such phenomenon.
Design/methodology/approach
This research explores this phenomenon by studying two selected cases through interviews, site visits, and website/document analysis: the CAVE of the City University of Hong Kong Library and the VR Experience Zone of the Hong Kong Polytechnic University Library.
Findings
The findings indicated that VR library services are well-received and meeting user needs. However, the major limitations of using VR in academic libraries are technical capability, space and budget, causing libraries to hesitate in introducing and developing VR services.
Originality/value
Scant studies focus on the development, management and user feedback of VR services in academic libraries, especially in the East. Based on the findings, possible solutions for academic libraries interested in taking part in this trend are suggested.