Virtual reality is one of the most immersive forms of media available. Even now, at an early stage of its lifecycle, its ability to deeply emerge people in a virtual world has garnered the attention of tech enthusiasts, gamers, teachers, parents and kids all over the world. This is a story that’s been seen before in the early days of smart devices and other popular media players. Whenever there’s a new hardware platform, like VR, typical media cycles tell us that there are two prerequisites when it comes to mass consumer adoption and acceptance: Generational technology leaps and a greater…

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