TY - JOUR AB - Purpose This paper aims to propose an Immersive Virtual Reality program to teach Information Literacy skills to college students. The proposal aims to expand the horizon of instruction into cyberspace.Design/methodology/approach The paper explains the planning, cost and logistics required to implement such a program. The virtual reality (VR) program puts students in everyday situations that require “common sense” decision-making actions, then transfers them into a library setting requiring them to use the exact same reasoning. A crucial component of Information Literacy is Digital Literacy, so this program includes scenarios that require students to identify “Fake News.”Findings The paper provides insights about the Game Design Document, Concept and Design Phases as well as Performance Specifications, Deliverables and for Return on Investments used for formative assessments.Research limitations/implications Without securing sponsorships or collaborations due to the inordinate expense of creating virtual worlds this program remains unfunded.Practical implications The program is a revolutionary approach to Information Literacy instruction. It shows students that they inherently possess the cognitive tools necessary for critical evaluation skills needed to be Information Literate.Social implications VR can transmit knowledge without students feeling they are being preached at.Originality/value This program fulfills an identified need to keep libraries relevant in this technologically advanced Digital Age. This radical VR program represents a truly transformational approach to instruction that can catapult us into the virtual and eventual future of Libraries. VL - 36 IS - 6 SN - 0741-9058 DO - 10.1108/LHTN-06-2019-0040 UR - https://doi.org/10.1108/LHTN-06-2019-0040 AU - Smith Felicia Ann PY - 2019 Y1 - 2019/01/01 TI - “Virtual reality in libraries is common sense” T2 - Library Hi Tech News PB - Emerald Publishing Limited SP - 10 EP - 13 Y2 - 2024/03/28 ER -