
Ready to delve into the thrilling world of VR horror games? Here’s a Blue Donut exclusive exploring the potential of VR in horror, focusing on Horror in the Library VR.
The online gaming market is projected to grow from USD 208.58 billion in 2024 to USD 333.20 billion by 2030, expanding at a robust CAGR of 8.12% during the forecast period of 2025–2030.(MarkNtel para1)
This is fueled by advancements in technology and a growing demand for truly engaging, emotionally resonant experiences. Virtual Reality (VR) is at the forefront of this revolution, offering a level of immersion arguably unparallel to traditional gaming.
Why VR Excels in Horror
The immersive horror game market is booming, growing from USD 8.77 billion in 2024 and projected to reach USD 17.64 billion by 2030 (PR Newswire, 2025, para 1). VR’s strength lies in its ability to blur the lines between the digital and the real. Unlike traditional games where players observe from a distance, VR places the player directly inside the horror. They “see, hear, and interact” with the game world as if it were real. This ‘presence’ – the feeling of actually being there – is crucial for horror. The sense of vulnerability and immersion creates a uniquely intense and terrifying experience (Qi Yi et al, 2023). This is in comparison to traditional computer games, where the distance between the player and rendered screen, the use of controllers & keyboards distances the player from the character. This perspective of bystander ensures players ‘understand [they] are a bystander in an absolutely safe environment” (2023, p.419).
Furthermore, VR easily manipulates two key illusions: place illusion (the feeling of being in a real environment) and plausibility illusion (believing the game’s events are happening). These illusions, when expertly crafted, can generate genuine fear and suspense, pushing the boundaries of what horror games can achieve. (Zhang et al, 2024).
Horror in the Library VR: The Invitation
Horror in the Library VR perfectly exemplifies the potential of VR in horror. The immersive nature of VR allows for the creation of a truly claustrophobic and atmospheric library setting, heightening the tension and suspense. Every creak, every shadow, becomes a potential source of terror. The puzzles and light provide exclusive immersions to further enhance the experience, allowing players to actively engage with the environment and the unfolding narrative.
Horror VR Done Right:
- Devour
- Phasmophobia
- FNAF Help Wanted
- Resident Evil 4
- The Walking Dead: Saints and Sinners
Meta Quest 2: The Ideal Platform
The Meta Quest 2, with its high-dynamic resolution display, is perfectly suited for horror games. The display’s capabilities are more than adequate to create dark, atmospheric environments, eliminating the need for excessive brightness that could detract from the horror experience.
VR is not just a technological advancement; it’s a paradigm shift in how we experience horror games. Horror in the Library VR, by leveraging the unique capabilities of the Meta Quest, promises to deliver a truly terrifying and unforgettable experience. The future of horror gaming is immersive, and it’s here.
Player Considerations
While VR offers immense potential, player comfort is paramount. It’s important to prioritize player well-being by employing design choices that minimize motion sickness. Careful
consideration must be given to in-game advertising and purchases to ensure a smooth, uninterrupted gaming experience.
“It’s a very immersive medium,” “It puts you right into the space and it can it sound and feel like you’re in that space.”
And Capcom, despite its enthusiasm for the tech, admits it “will take some time” for VR to really take hold with gamers until the “variety of games… device wearability, comfort and the cost of entry” improves. (BBC, 2023)
Research
Qi Yi, & Jeanhun Chung. (2023). A Comparative Study on the Game Experience of VR Horror Games and Side Scrolling Horror Games. International Journal of Advanced Culture Technology(IJACT), 11(2), 415–420. DOI: https://doi.org/10.17703/IJACT.2023.11.2.415
Zhang, H., Li, X., Sun, Y., Fu, X., Qiu, C., & Carroll, J. M. (2024). VRMN-bD: A Multi-modal Natural Behavior Dataset of Immersive Human Fear Responses in VR Stand-up Interactive Games. 2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR), Virtual Reality and 3D User Interfaces (VR), 2024 IEEE Conference, VR, 320–330. https://doi.org/10.1109/VR58804.2024.00054
T. Richardson, (2023, October 31), Horror games: is the genre in a golden age? BBC News. https://www.bbc.co.uk/news/newsbeat-67237646
Online Gaming Market to Surge to USD 333.20 Billion by 2030, Driven by Technological Innovations and Cloud Integration: MarkNtel Advisors (Top Players – Tencent, Microsoft, Bandai Namco Holdings & Others). (2025). PR Newswire US.
Research and Markets (May 2025), Immersive Horror Games Market by Game Platform, Storyline Approach, Age, Monetization Model, Game Type – Global Forecast to 2030. https://www.researchandmarkets.com/reports/6055423/immersive-horror-games-market-game-platform




