DH Monday: Ten art world things that have happened in VR since Meta bought Oculus 10 years ago

Written by Gretchen Andrew, published on March 15, 2024 on TheArtNewspaper.com.

Four representative art world VR pieces from 2020-21. Clockwise from top left: bitforms gallery on the Artland platform for the fully virtual untitled art fair, August 2020; the digital experience producers Noho's VR recreation of the Glass Drawing Room, at Northumberland House, London, for Corning Museum, New York, May 2021; Dale Lewis at Edel Assanti, on the Vortic Collect VR app, August 2020; a visitor explores Gazelli Art House London’s group show fifth edition of Enter Through The Headset, October 2020

In a 2014 bombshell, Facebook (now Meta) made a bold near $3 billion bet on the future, acquiring Oculus VR, a fledgling company pioneering virtual reality (VR) headsets. This audacious move, while initially met with skepticism, positioned Facebook at the forefront of a potentially revolutionary technology, aiming not only to dominate social media but shape the next frontier of human interaction in the immersive worlds of VR.

So what has happened in the succeeding decade?

VR has not suffered or benefited from the intense hype cycles of NFTs (non-fungible tokens). High costs of participation and slow consumer adoption still define the technology, even as major advances have occurred. While Artland has more or less become a Artsy competitor, Vortic (founded 2016) has been quietly working on the technical and curatorial advances that make the immersive display of physical artworks a viable reality for the artworld.

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