The development and rapid adoption of virtual reality (VR) have brought with it the need to redefine the concept of quality of user experience (QoE). To date, QoE models for VR have provided us with a narrow view of the concept, traditionally operating under the umbrella of a single discipline (e.g., psychology) or a specific feature of the user experience (e.g., presence). Moreover, literature reviews on the topic have focused on academic articles disregarding the constant technological updates reflected in industry reports. Addressing these gaps, the current study adopted a rigorous, integrative literature review approach. The results of 729 sources were analysed to outline and describe 252 factors divided into four main branches (i.e. user, system, context and content). Finally, a comprehensive multidisciplinary model was created based on representative academic and industry sources from the fields of psychology, communication sciences, ergonomics, computer science and technological innovation. Notably, an interactive dashboard that outlined in detail the facets of the model was developed. The dashboard presents scholars and developers with a practical tool that aids the design of future experiments and the development of VR products. Ultimately, the extensive scope and laborious state-of-the-art methodology of the current paper present significant value to academia and industry alike.