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ARTICLE 

Black, White, and Grey 
The Wicked Problem of Virtual Reality in Libraries 
Gillian D. Ellern and Laura Cruz 

 

INFORMATION TECHNOLOGY AND LIBRARIES | DECEMBER 2021  
https://doi.org/10.6017/ital.v40i4.12915 

Gillian	D.	Ellern	(ellern@email.wcu.edu)	is	Associate	Professor	and	Systems	Librarian,	Hunter	
Library,	Western	Carolina	University.	Laura	Cruz	(lxc601@psu.edu)	is	Associate	Research	
Professor,	Schreyer	Institute	for	Teaching	Excellence,	The	Pennsylvania	State	
University.	©	2021.	

ABSTRACT	

This	study	seeks	to	extend	wicked	problems	analysis	within	the	context	of	a	library’s	support	for	
virtual	reality	(VR)	and	the	related	extended	reality	(XR)	emerging	technologies.	The	researchers	
conducted	11	interviews	with	13	librarians,	embedded	IT	staff,	and/or	faculty	members	who	were	
involved	in	administering,	managing,	or	planning	a	virtual	reality	lab	or	classroom	in	a	library	(or	
similar	unit)	in	a	higher	education	setting.	The	qualitative	analysis	of	the	interviews	identified	
clusters	of	challenges,	which	are	categorized	as	either	emergent	(but	solvable)	such	as	portability	
and	training;	complicated	(but	possible)	such	as	licensing	and	ethics:	and/or	wicked	(but	tameable).	
The	respondents	framed	their	role	in	supporting	the	wickedness	of	VR/XR	in	three	basic	ways:	library	
as	gateway,	library	as	learning	partner,	and	library	as	maker.	Five	taming	strategies	were	suggested	
from	this	research	to	help	librarians	wrestle	with	these	challenges	of	advocating	for	a	vision	of	
VR/XR	on	their	respective	campuses.	This	research	also	hints	at	a	larger	role	for	librarians	in	the	
research	of	technology	diffusion	and	what	that	might	mean	to	their	role	in	higher	education	in	the	
future.	

INTRODUCTION	

Political	scientists	Horst	Rittel	and	Melvin	Webber	coined	the	term	“wicked	problems”	in	the	early	
1970s	to	refer	to	problems	that	were	sufficiently	complex	that	they	defied	conventional	problem-
solving	methods.1	Initially	framed	as	broad	social	problems,	such	as	food	security	or	climate	
change,	wicked	problems	are	characterized	by	having	ambiguous	parameters,	shifting	
requirements	and/or	stakeholders,	and,	perhaps	more	importantly,	“no	determinable	stopping	
point.”2	Such	problems	are	called	wicked	because	they	are	“diabolical,	in	that	they	resist	the	usual	
attempts	to	resolve	them.”3	Without	the	possibility	of	a	clear	solution,	the	end	product	of	wicked	
problems	analysis	is	not	to	solve	the	problem	but	rather	to	find	ways	to	“tame”	them,	an	approach	
which	runs	counter	to	conventional	models	of	not	only	planning	but	also	reasoning.4	

If	taming	is	the	last	step	in	wicked	problems	analysis,	a	critical	first	step	is	to	determine	if	a	given	
challenge	is,	in	fact,	wicked,	as	that	will	then	determine	what	tools,	perspectives,	and	strategies	
will	need	to	be	brought	to	the	table.	Simple	problems	can	be	resolved	by	matching	them	to	known	
solutions,	more	complicated	problems	may	be	addressed	by	analyzing	engineering	solutions,	but	
super	complex/messy/wicked	problems	require	an	entirely	different	mindset.5	Persistent	
frustration	with	the	limitations	of	conventional	problem-solving	models	has	led	to	a	proliferation	
of	studies	identifying	a	host	of	wicked	problems,	ranging	from	the	global	(COVID-19	response)	to	
the	local	(dysfunctional	families).6	The	present	study	seeks	to	apply	the	framework	of	wicked	
problem	analysis	to	the	question	of	the	role	of	academic	libraries	in	supporting	emerging	
technologies,	using	the	integration	of	VR/XR	as	a	case	study.	



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LITERATURE	REVIEW	

The	wicked	problem	of	libraries	and	technology	has	been	recognized	by	a	number	of	scholars,	
each	using	a	different	frame	of	reference,	as	perhaps	fits	the	inherent	ambiguity	of	a	wicked	
problem.	Scholars	have	identified	electronic	data	management,	research	data	management,	and	e-
books	as	library	problems	that	are	wicked	in	nature,	and	Howley	notes	that	the	question	of	public	
access	touches	on	larger	social	issues	that	could	be	described	as	wicked.	7	A	recent	article	by	
Williams	and	Willet	identifies	makerspace	technology	as	boundary	work,	suggesting	that	it	
challenges	conventional	roles	and	relationships	held	by	libraries	and	librarians,	an	approach	
which	implies	the	existence	a	wicked	problem.8	Despite	these	exceptions,	at	least	one	set	of	library	
scholars	has	noted	that	“there	are	very	few	applications	[of	wicked	problems]	in	librarianship.”9	
The	present	study	seeks	to	make	the	case	that	the	application	of	the	wicked	problems	framework	
to	the	question	of	the	role	of	the	libraries	in	emerging	technology	can	illuminate	new	strategies,	
roles,	and	pathways	forward.	

While	research	on	wicked	problems	in	libraries	may	be	limited,	the	role	of	libraries	in	the	
curation,	development,	and	dissemination	of	virtual	reality	(VR)—or	using	the	more	encapsulated	
term	of	extended	reality	(XR)—has	been	extensively	written	about	by	library	scholars.	Although	it	
could	be	argued	that	the	current	output	reflects	the	nascent	stages	of	VR/XR	as	a	research	field	as	
scholars	explore	a	library’s	role	with	virtual	reality	(VR),	mixed	reality	(MR),	augmented	reality	
(AR),	and	everything	associated	with	them	such	as	virtual	worlds	or	3D	360-degree	videos,	it	is	
clear	that,	to	date,	the	published	works	about	VR/XR	largely	fall	into	two	camps:	the	visionary	and	
the	applied.	The	former	contains	studies	advocating	for	the	integration	of	VR/XR	(and	related	
technologies)	as	part	of	a	vision	of	the	future	for	libraries;	and	the	latter	are	applied	studies	that	
Booth	labels	as	“technorealistic.”10	In	other	words,	these	are	descriptions	of	established	practice	
or	suggestions	of	practical	strategies	for	how	a	library	(or	librarian)	can	actually	implement	a	
VR/XR	lab	or	related	program.11	What	remains	in	shorter	supply	are	critical	and/or	empirical	
studies	that	situate	the	development	of	VR/XR	as	an	institutional	capacity	into	larger,	arguably	
wicked,	questions	of	the	evolving	purpose	and	position	of	libraries.	

The	case	of	VR/XR	presents	a	distinctive	perspective	on	the	wicked	problem	of	the	technological	
orientation	of	academic	libraries.	Unlike	issues	such	as	electronic	records	management,	VR/XR	is	
not	part	of	the	core	technological	infrastructure	of	a	library,	nor	does	it	touch	directly	upon	prior	
core	administrative	functions,	such	as	collection	development	or	access	services.	Rather,	it	is	
perceived	as	an	extension	of	library	services,	particularly	those	related	to	the	evolving	educational	
mission	of	the	academic	library	and	its	role	as	a	broader	facilitator	of	information	literacy	across	
disciplines.	As	one	library	scholar	remarks:		

As	libraries	are	increasingly	called	upon	to	support	knowledge	exchange	beyond	
traditional	books	and	journals,	the	creation	of	novel	types	of	research	infrastructure	will	
shape	the	preservation	and	access	expectations	of	constituents.12		

The	present	study	looks	at	how	librarians	navigate,	or	tame,	the	myriad	of	challenges	that	arise	
not	just	from	rethinking	how	an	academic	library	engages	with	technology,	but	from	pushing	the	
boundaries	of	what	library	work	is	(or	could	be).	

As	the	emergence	of	VR/XR	technology	begins	to	cast	a	larger	shadow	over	higher	education,	
many	librarians	have	argued	that	academic	libraries	associated	with	institutions	with	high	
research	activity	are	especially	well	situated	to	take	on	a	leadership	role,	an	opportunity	that	they	



INFORMATION TECHNOLOGY AND LIBRARIES  DECEMBER 2021 

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had	largely	missed	with	recent	related	technologies	such	as	3D	printing.	Not	wanting	to	be	left	
behind,	these	libraries	have	embraced	VR/XR	technology	at	a	relatively	rapid	rate.	A	recent	
(unpublished)	study	noted	that	in	2015,	only	3%	(n=4)	out	of	the	125	sampled	research	
universities	had	a	VR/XR	presence;	by	2020,	that	percentage	increased	to	66%	(n=77),	a	rate	
which	appears	to	be	outstripping	that	of	technology	competitors	such	as	GIS,	institutional	
repositories,	and	data	visualization	services.13	Given	the	relatively	high	resource	up-front	
investment	required	to	support	VR/XR,	it	would	appear	that	many	university	libraries	are	
doubling	down	on	the	prospect	that	VR/XR	will	be	an	integral	part	of	their	future.	The	degree	to	
which	the	rapid	adoption	of	VR/XR	will	live	up	its	promise	remains	to	be	seen,	but	the	present	
study	seeks	to	illuminate	how	current	librarians	are	seeking	to	tame	this	potentially	savage	beast.	

METHODOLOGY	

This	IRB-approved	study	is	based	on	the	qualitative	analysis	of	eleven	interviews	with	thirteen	
librarians	(8),	embedded	IT	staff	(3),	or	faculty	members	(2),	all	of	whom	were	involved	with	the	
adoption	of	VR/XR	technology	at	their	respective	libraries.	The	inclusion	criteria	for	the	study	
were	described	in	the	consent	document	as	those	people	“currently	involved	in	administering,	
managing,	or	planning	a	virtual	reality	lab	or	classroom	in	a	library	(or	similar	unit)	in	a	higher	
education	setting.”	To	identify	potential	participants,	the	researchers	conducted	a	web	search	
using	the	terms	“library”	and	“virtual	reality”	or	“VR”	and	then	utilized	a	snowball	sampling	
method	to	generate	a	list	of	potential	interviewees	that	included	multiple	library	types	(e.g.,	
academic	research	libraries	[ARLs],	public	libraries)	as	well	as	institutional	types	(e.g.,	community	
colleges).	One	large	library	had	multiple	participants	including	one	librarian	and	two	support	staff	
responsible	for	the	VR	room.	Taken	collectively,	these	participants’	institutions	included	
community	colleges	(3),	public	libraries	(2),	medical	libraries	(4),	and	academic	research	libraries	
(4),	located	in	either	the	United	States	(10)	or	Canada	(1).	The	pool	of	the	US	educational	
institutions	(10)	represented	five	different	Carnegie	classifications:	Associate’s	Colleges,	Doctoral	
Universities,	Doctoral/Professional	Universities,	Master’s	Colleges	&	Universities,	and	Special	
Focus	Four-Year	Institutions.	These	comprised	a	mix	of	small-,	medium-,	and	large-sized	
institutions	(by	full-time	enrollment,	or	FTE).		All	the	organizations	in	this	study	(11)	were	public	
institutions.		

Each	interviewee	received	a	copy	of	the	possible	interview	topics	in	advance,	including	a	list	of	
potential	challenges	faced	by	libraries	seeking	to	integrate	VR/XR	(see	appendix	A).	The	list	of	
challenges	was	crafted	from	a	literature	search,	as	well	as	the	personal	experience	of	one	of	the	
researchers,	a	librarian	who	oversees	a	VR	lab.	Each	hour-long,	semi-structured	interview	was	
conducted	via	Zoom,	machine	transcribed	with	Kaltura,	and	further	edited	manually	by	the	
researchers.	The	transcripts	then	underwent	three	rounds	of	coding.	First,	the	researchers	
independently	reviewed	the	body	of	transcripts	in	their	entirety	and	identified	emergent	themes.	
In	the	second	round	of	coding,	potential	themes	were	merged	into	semi-structured	coding	
guidelines,	which	were	used	to	code	each	interview	separately.	In	the	third	and	final	round,	the	
themes	were	re-evaluated	and	adjusted	based	on	feedback	from	the	previous	rounds,	leading	to	
the	identification	of	a	problem-based	typology	(emergent,	complex,	wicked).	From	our	process,	we	
gained	insight	into	a	myriad	of	challenges	facing	libraries	as	they	work	to	integrate	VR/XR	into	the	
work	that	they	do.	That	insight	has,	in	turn,	led	to	the	development	of	a	conceptual	framework	that	
we	believe	will	be	useful	to	others	seeking	to	wrestle	with	these	challenges	in	the	future.		

	 	



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Table	1.	Equipment,	staffing,	and	funding	for	VR/XR	spaces	in	participating	libraries	

Location	
of	VR	
service	
in	library	

Number	of	
PCs	

connected	

Number	
of	

mobile	
headsets	

Types	of	
PC	

headsets	

Types	of	
mobile	
headsets	

Staffing	 One	time	
funding	

Continuing	
funding	

Room	 2	 10	 HTC	(Vive	and	Pro)		
Oculus	Go,	
Spectra	VR	 2	staff	 Yes	 No	

Entrance	 1	 0	 Oculus	Rift	SV	 -	 2	staff	 Yes	 As	needed	

Room	 4	 8	 HTC	Vive	Pro	

Oculus	
Quest	and	
Microsoft	
HoloLens	

1	staff,	3	
students	 Yes	

No,	but	
planned	

Room	 5	 1	
Oculus	Rift	
S	and	HTC	
Vive	Pro	

Oculus	
Quest	

3	staff,	3	
students	 Yes	 As	needed	

Room,	
Mobile	VR	1	

3	in	circ,	
several	
in	office	

HTC	Vive	
Cosmos	

Oculus	
Quest,	
Oculus	Go,	
Samsung	
Odyssey,	
Lenovo	
Mirage	Solo,	
Hololens,	
PlayStation	
VR	and	
Google	
Cardboard	

2	staff,	8	
students	 No	 As	needed	

Mobile	
VR,	
Entrance	

2	 6	 HTC	Vive,	Oculus	Rift	

Oculus	Go,	
Oculus	
Quest	

all	circ	
staff	(2/3	
per	shift)	

Yes	 No	

Room	 3	 7	

Oculus	Rift,	
HTC	Vive	
Pro,	HTC	
Vive	
Standard	

Google	
Cardboard,	
Insignia	VR	
Viewers	

2	staff	 Yes	 No,	but	planned	

Mobile	
VR,	
Entrance	

4	 30	 HTC	Vive,	Oculus	Rift	

Oculus	
Quest,	
Google	
Cardboard	
or	plastic	
viewers	

Circ	staff	at	
each	of	4	
locations	

No	 Yes	

	



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RESULTS	

Library	VR/XR	Spaces	
Even	within	the	relatively	small	sample	of	institutions	included	in	our	sample,	we	found	that	there	
was	a	fairly	wide	range	of	practice	regarding	VR/XR	library	labs,	with	considerable	variance	on	
location,	number,	and	manufacturer	of	headsets,	staffing,	and	funding	as	seen	in	table	1.		

CHALLENGES	

Through	our	coding	process,	we	identified	clusters	of	those	challenges,	which	we	categorized	as	
either	emergent	(but	solvable),	complicated	(but	possible),	and/or	wicked	(but	tameable).		

Emergent	Challenges		
Our	respondents	identified	a	number	of	challenges	that	are	frequently	associated	with	the	
adoption	of	emergent	technology,	regardless	of	who	is	choosing	to	adopt	it	or	what	they	are	
choosing	to	adopt.	In	other	words,	any	person	or	place	adopting	XR	(or	other	types	of	emergent	
technology)	at	this	stage	of	its	development	is	likely	to	run	into	similar	issues.	

Portability	and	Mobility	
Portability	(or	lack	thereof)	was	frequently	referenced	as	a	limitation	of	the	current	technology.	
The	most	common	headsets	purchased	for	the	first	generation	of	library	VR	lab	spaces	have	
physical	cords	and	sensors	that	have	to	be	plugged	in	(to	high	performing	computers)	during	use.	
One	intrepid	librarian	even	described	carting	around	her	bulky	Alienware	desktop	computers	and	
video	displays	between	campuses,	but	needing	to	find	a	better	way	because,	“it	made	the	
computer	folks	very	angry	because	it’s	so	delicate	and	our	sidewalks	are	so	bumpy.”	She	now	uses	
an	Alienware	laptop	and	some	sturdy	tripods	(for	the	base	stations)	on	these	trips.	The	lack	of	
portability	not	only	limited	the	ability	of	libraries	to	take	VR/XR	out	of	the	library	for	events	and	
in-class	presentations,	but	it	also	exacerbated	existing	space	constraints,	with	users	having	to	be	
literally	tethered	to	CPUs,	screens,	and	base	stations.	As	one	of	our	respondents	put	it,	“the	biggest	
issue	is	that	it’s	in	one	place	and	it’s	stuck	there.”	

In	this	case,	manufacturers	are	aware	of	the	limitations	on	mobility,	and	it	appears	as	though	
wireless	headsets	will	be	the	next	wave	of	adaptation	by	the	industry.	Several	wireless	headsets	
have	already	come	and	gone,	as	vendors	continue	to	work	to	overcome	both	technological	and	
human-centered	challenges.	The	Oculus	Go,	Google	Cardboard,	and	Google	Daydream	have	all	
been	brought	to	the	market	and	subsequently	been	discontinued.14	Only	one	of	the	libraries	we	
spoke	to	indicated	that	they	had	purchased	a	wireless	headset,	and	that	headset	(the	Oculus	Go)	
turned	out	to	be	of	limited	utility.	While	this	next	generation	of	headsets	will	likely	solve	a	number	
of	operability	issues,	it	also	has	the	potential	to	compound	another	challenge	noted	by	most	of	our	
respondents,	i.e.,	a	lack	of	sustainable	funding	for	equipment	refresh.	The	majority	of	our	
respondents	(6	of	8,	or	75%)	indicated	that	they	purchased	their	equipment	through	one-time	
funding	sources,	whether	internal	or	external	grants	(n=6),	end-of-year	funds,	or	some	
combination	of	these.	

VR/XR	Training	
VR/XR	experience	remains	new	to	most	people	outside	of	the	gaming	world,	so	it	has	fallen	largely	
on	librarians	to	develop	introductory	training	protocols	at	the	level	of	access	to	the	technology.	
There	are	distinctive	challenges	in	introducing	VR/XR	to	a	broader	audience.	Some	of	those	
challenges	may	be	physical.	In	its	earlier	stages,	a	number	of	users	experienced	symptoms	such	as	
nausea	or	seasickness,	and	while	these	have	been	lessened	with	higher	refresh	rates	and	movable	



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lenses,	other	virtual	reality	induced	symptoms	and	effects	(VRISE)	continue	to	emerge	with	
studies	of	longer-term	use.15	Two	of	our	librarians	expressed	concerns	that	other	long-term	
effects	may	still	be	unknown,	and	both	of	the	public	libraries	included	in	this	study	banned	VR/XR	
use	for	patrons	under	14	years	of	age	until	more	is	known	about	how	it	affects	developing	brains,	
a	recommendation	that	is	now	supported	by	most	vendors	as	well.	Even	for	those	who	do	not	
suffer	from	physical	symptoms,	the	technology	can	be	disorienting	and	uncomfortable.	This	
contributes	to	higher	levels	of	anxiety,	which,	somewhat	ironically,	VR/XR	has	been	shown	to	
alleviate	in	some	clinical	trials.16	

For	these	reasons,	VR/XR	labs	require	staffing	not	just	to	safeguard	the	equipment	and	ensure	its	
appropriate	use,	but	also	to	coach	users	through	their	new	experience.	As	one	of	our	respondents	
described	her	experience,	“A	lot	of	people	will	put	on	the	VR	headset	and	not	move	because	
they’re	used	to	computer	displays	being	two-dimensional	…	it	is	not	common	knowledge	yet	that	
you	can	move	around	and	this	environment	[moves]	with	you.	And	they	[new	users]	will	just	
stand	there.”	Coaching	someone	to	move	around	in	a	virtual	reality	environment	is	not	a	
straightforward	endeavor	either,	as	one	of	our	librarians	relates:	“How	do	you	interact	with	
somebody	who	can’t	see	you	in	a	way	that’s	respectful?	Because	that	can	be	kind	of	disconcerting	
if	you’ve	got	a	headset	on	and	all	of	sudden	somebody	touches	your	hand?”	One	of	our	
respondents	drew	upon	her	experience	as	a	swimming	coach	to	develop	a	set	of	“non-touching”	
verbal	protocols	for	her	student	lab	assistants	to	utilize	in	working	with	clients	who	are	new	to	the	
interior	mobility	of	virtual	worlds.	

Other	challenges	identified	by	our	respondents	that	might	fit	into	the	emerging	technologies	
category	include	the	following:	liability,	aspects	of	licensing,	physical	space	modifications,	room	
and	equipment	management,	training	curriculum,	logistics	of	engaging	with	multiple	users,	
availability	of	apps/games,	equipment	installation,	and	evaluation	procedures.	This	list	could	
perhaps	also	include	the	need	to	not	only	educate	patrons	on	what	the	emerging	technology	can	
do	but	to	advocate	for	its	future	significance.	As	one	of	our	respondents	stated,	“I	think	you	can	
write	about	it	and	speak	about	as	much	as	you	want.	It’s	a	matter	of	getting	them	in	there.”	

Complicated	Challenges		
Unlike	emergent	issues,	complicated	challenges	are	unlikely	to	be	resolved	without	concerted	
intervention	and	leadership	and,	even	then,	it	is	possible	that	a	single	or	clear	solution	may	not	be	
readily	identified.	Challenges	that	fall	into	this	category	may	be	described	as	grey	areas,	in	which	
future	directions	remain	scattered,	unclear,	or	uncertain.	Embracing	these	complexities	means	
that	libraries	looking	to	adopt	VR/XR	currently	must	be	willing	to	venture	out	on	their	own,	
embracing	both	the	opportunities	and	the	risks	inherent	in	forecasting	future	technology	use.	

Licensing	
An	example	of	one	of	these	complicated	challenges	that	emerged	from	our	interviews	is	the	issue	
of	licensing.	Many	VR/XR	titles	are	available	for	free,	through	services	such	as	Steam	and	the	
Oculus	store.	All	of	our	respondents	indicated	that	they	acquired	content	via	these	services.	Other	
popular	VR/XR	academic	titles,	such	as	3D	Organon	Anatomy	and	Google	Tilt	brush,	are	licensed	
and	potential	users	must	pay	a	fee	to	access	the	full	functionality	of	the	tool.	The	challenge	is	that	
these	licenses	are	most	offered	on	an	individual	basis	(“for	home	use	only”),	a	reflection	of	the	
primary	customer	base	for	VR/XR	content	creators,	e.g.,	gamers.	A	number	of	distributors	do	offer	
institutional	licenses,	but	these	are	primarily	for	use	in	companies,	with	a	relatively	stable	and	
readily	identifiable	list	of	employee	users	or	limited	number	of	stations.	Some	VR/XR	distributors	



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BLACK, WHITE, AND GREY | ELLERN AND CRUZ 7 

offer	a	lesser-known	(and	less	used)	license	known	as	an	arcade	license	(e.g.,	Steam	PC	Café),	but	
the	prices	are	determined	based	on	the	assumption	that	the	person	renting	the	software	for	use	
will	be	receiving	a	fee,	an	assumption	which	does	not	work	for	libraries	who	do	provide	arcade-
like	services	but	do	so	free	of	charge.	

In	other	words,	none	of	these	available	license	types	are	well-suited	for	library	use;	the	former	too	
limited,	the	latter	too	expensive.	As	one	of	our	librarians	suggested,	this	is	the	“sort	of	the	crack	
that	libraries	fall	into	a	lot	of	the	time	anyway,	with	regard	to	[issues	such	as]	document	delivery,	
right,	[in	which	the	rule	is	stated],	but	it	probably	doesn’t	apply	to	us	in	the	same	way	because	
we’re	a	library.	But	it	doesn’t	explicitly	say	what	I	need	to	do	about	it.”	What	this	means	is	that	the	
majority	of	the	librarians	we	spoke	with	indicated	that	they	adopted	one	or	more	of	these	license	
types,	but	there	was	discomfort	with	the	maladaptation	to	library	practice	and	uncertainly	as	to	
what	might	constitute	a	best	practice	in	the	current	market	space.		

In	the	case	of	VR/XR,	this	state	of	affairs	is	likely	due,	at	least	in	part,	to	a	lack	of	awareness	of	or	
concern	for	libraries	(or	educational	labs)	as	customers	on	the	part	of	vendors.	Our	respondents	
indicated	that	this	oversight	may	be	changing,	however,	as	four	of	the	librarians	we	interviewed	
reported	that	game	developers	reached	out	to	them	and	negotiated	deals	in	which	libraries	would	
receive	equipment	in	exchange	for	beta-testing	new	titles	with	student	populations.	That	said,	
awareness	does	not	equate	to	priority,	as	one	of	our	respondents	noted,	“I	am	concerned	that	we	
will	be	one	of	the	last	audiences	that	get	some	consideration	in	terms	of	the	functionality	that	
meets	the	library’s	needs.”	Even	if	these	issues	are	resolved	in	the	context	of	VR/XR	specifically,	it	
seems	unlikely	that	the	complicated	problem	of	“library	as	customer”	will	persist	with	the	advent	
of	new	technologies	and	new	technology	providers.	

Ethics	
The	challenge	of	vendor	relationships	is	compounded	by	other	emergent	ethical	issues	
surrounding	the	integration	of	VR/XR	into	the	library.	Several	of	the	ethical	concerns	raised	by	
our	interviewees	are	connected	to	broader	social	concerns	with	technology	use,	such	as	issues	of	
privacy	and	security,	and	others	are	related	to	long-standing	ethical	debates	within	libraries,	such	
as	the	degree	to	which	content	should	be	limited	by	the	library.	Our	interviewees	had	divided	
opinions,	for	example,	on	whether	or	not	the	VR/XR	lab	should	offer	games.	On	one	hand,	the	
availability	of	games	brought	students	to	the	library	and	engaged	them	with	the	new	technology.	
On	the	other	hand,	the	provision	of	games	constitutes,	for	some	stakeholders,	a	potentially	
significant	shift	away	from	an	academic	or	scholarly	mission	for	the	library.	As	one	respondent	put	
it,	“I	can’t	say	that	libraries	have	traditionally	not	been	a	place	for	people	to	have	fun,	but	I	think	
that’s	something	that	…	rubs	some	people	a	little	bit	the	wrong	way.”	Another	stated,	“My	big	
concern	at	the	beginning	was	that	we	would	put	this	in	and	people	would	[say]	…	that’s	for	video	
games.	Why	did	the	library	buy	video	games?”		

The	question	of	including	popular	content	should	be	a	familiar	debate	to	librarians,	but	the	issue	is	
ratcheted	up	a	notch	when	engagement	may	also	include	actions,	such	as	shooting,	that	may	be	
especially	sensitive	for	college	campuses.	As	one	interviewee	reflected,	“We	are	a	university	in	the	
South.	And	if	you	had	a	bunch	of	white	male	students	that	love	to	go	play	this	game,	is	that	going	to	
make	somebody	from	another	group	feel	uncomfortable	or	unwelcome	or	feel	like	this	is	not	a	
space	for	them?”	As	this	example	implies,	unlike	the	often	private	act	of	reading,	VR/XR	
experiences	often	take	place	in	virtual	places	that	are	at	least	quasi-public,	a	venue	for	which	few	
ethical	precedents	exist	(yet).	Conversations	on	the	legal	and	ethical	implications	of	fully	virtual	



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BLACK, WHITE, AND GREY | ELLERN AND CRUZ 8 

crimes,	such	as	rape	or	robbery,	for	example,	constitute	a	lively,	but	so	far	unresolved,	scholarly	
conversation.17	

Wicked	Problems		
Where	the	challenges	faced	by	libraries	get	most	complicated,	however,	is	when	the	integration	of	
VR/XR	touch	upon	the	more	fundamental	question	of	the	appropriate	roles	for	libraries	in	the	
digital	age.	Our	respondents	framed	their	VR	labs	and	services	largely	within	existing	roles,	e.g.,	
gateway	or	learning	partner,	with	some	attention	to	emerging	roles,	such	as	maker,	but	they	also	
acknowledged	that	this	adaptation	was	awkward,	solutions	were	(often)	makeshift,	and	anomalies	
persist.	This	suggests	the	potential	for	paradigm	shifts	in	the	role(s)	libraries	can	play	in	shaping	
the	intersections	of	knowledge	between	the	“real”	and	virtual	worlds.		

Library	as	Gateway		
A	number	of	our	respondents	connected	the	library’s	adoption	of	VR/XR	technology	to	its	role	in	
providing	access	to	technology	for	those	who	may	not	otherwise	have	it.	This	role	was	especially	
pronounced	in	the	case	of	academic	libraries	located	in	public	universities	and	public	libraries	
serving	a	defined	community.	As	one	of	the	respondents	described	their	role,	“We’re	pleased	to	
have	them	come	and	learn	how	to	use	these	technologies	because	they’re	new	and	we’re	trying	to	
make	it	more	democratized	that	students	can	come	and	use	it.	They	don’t	have	to	pay	for	it.	They	
don’t	have	to	worry	about	like	a	lab	being	locked	away	from	them.	They	can	come	in	anytime	
there’s	a	staff	member	and	use	the	stuff	where	here	it	will	provide	them	tutorials	and	instruction	if	
they	want	to	use	it.”	Similarly,	another	respondent	stated,	“Libraries	…	offer	an	entry-level	kind	of	
way	to	engage	with	this	technology	in	a	free	way	where	anyone	who	is	even	remotely	curious,	
even	if	it	doesn’t	have	anything	to	do	with	…	anything	academic,	can	engage	with	this	stuff.”	A	
third	respondent	stated	that	the	case	they	made	internally	(to	their	library	colleagues)	was	“to	
explain	the	importance	of	the	library	philosophy	of	having	equitable	access	to	resources	…	books	
are	a	resource,	but	technology	is	also	a	resource.”	

We	have	characterized	this	role	as	a	gateway,	rather	than	strictly	as	an	access	issue,	because	it	also	
encompasses	a	vision	of	a	pathway,	one	which	starts	in	the	library	but	may	continue	to	other	
places,	whether	specialized	labs	in	the	discipline,	in	the	workforce,	or	as	part	of	their	everyday	
lives.	As	one	of	our	respondents	put	it,	“We’re	very	much	about	these	technologies.	They’re	here;	
they’re	coming;	they’re	going	to	be	a	big	thing	soon.	And	we	want	our	students	to	know	what	they	
are	and	be	comfortable	with	them.	So,	we	try	to	position	ourselves	as	a	place	where	they	can	start	
learning.”	

This	gateway	function	is,	however,	characterized	by	competing	stakeholders,	both	inside	and	
outside	of	the	library—a	defining	characteristic	of	wicked	problems.	This	latter	is	perhaps	best	
illustrated	by	looking	at	issues	of	accessibility.	As	the	statements	above	attest,	librarians	see	one	of	
their	primary	service	roles	as	providing	access	to	technologies	such	as	VR/XR	to	people	who	
might	not	otherwise	have	it.	That	same	sentiment,	though,	can	be	flipped	on	its	head	when	taking	
other	aspects	of	accessibility	into	consideration.	Most	VR/XR	programs	are	not	ADA	compliant,	
whether	they	are	being	offered	in	the	physical	or	virtual	public	spaces	of	the	library.	In	its	current	
form,	VR/XR	is	an	inherently	visual	technology,	so	those	who	are	visually	impaired	cannot	utilize	
it	to	the	same	extent	as	others.	Most	VR/XR	programs	require	physical	movements	that	may	not	
be	possible	for	those	with	limited	mobility.	Our	librarians	have	created	a	few	hacks,	or	
workarounds,	to	provide	short-term	accommodations	for	individual	students	(e.g.,	a	verbal	
narration	of	visual	interactions),	but	generally	speaking,	the	technology	is	not	fully	accessible.	



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Library	as	Learning	Partner		
Several	of	our	respondents	indicated	that	they	saw	the	library’s	adoption	of	VR/XR	technology	as	
an	extension	of	their	role	as	partners	in	the	learning	enterprise.	This	role	could	be	conceived	
directly,	in	that	the	librarian	mediates	between	classroom	needs	and	available	VR/XR	titles	and	
capabilities.	This	form	of	direct	mediation	could	be	responsive,	i.e.,	identifying	options	in	response	
to	requests	received,	or	proactive,	i.e.,	identifying	options	than	reaching	out	to	faculty	who	might	
wish	to	avail	themselves	of	them.		

Integrating	VR/XR	Material	into	the	Library’s	ILS		
The	role	is	especially	critical	at	this	stage	of	VR/XR	development,	as	none	of	the	libraries	we	spoke	
to	had	integrated	the	available	titles	into	their	online,	public-facing	catalogs	or	integrated	library	
system	(ILS).	In	other	words,	if	a	patron	wants	to	know	what	titles	are	available,	the	best	way	to	
find	out	would	be	to	ask	the	librarian	directly	and/or	visit	the	VR/XR	lab	in	person.	As	one	
librarian	put	it,	“There’s	not	the	infrastructure	or	the	architecture	we	have	around	a	book.	If	you	
were,	say,	a	student	in	a	history	class	and	you	wanted	to	study	this	thing,	there’s	no	way	to	
discover	that	as	part	of	the	more	general	resources	of	the	library.”	Several	of	our	respondents	
were	developing	workarounds,	such	as	LibGuides	and	web-based	directories,	but	none	of	these	
would	be	accessible	through	a	general	search	of	the	library	catalog	or	citation	databases.		

Determining	how	to	catalog	and/or	curate	VR/XR	artifacts	may	be	challenging	and	time-
consuming,	but	it	is	a	problem	that	has	an	eventual	solution.	What	is	less	clear,	however,	is	what	
the	long-term	role	of	the	library	may	be	beyond	this	cataloging	function.	Our	respondents	
consistently	indicated	that	this	remains	one	of	the	lesser-developed	roles	for	VR/XR	in	the	library,	
and	many	identified	raising	faculty	awareness	especially	as	a	high	priority.	While	several	
identified	this	as	essentially	a	“marketing	problem,”	it	would	appear	that	the	challenge	extends	
more	deeply.	Many	librarians	do	not	have	additional	degrees	in	either	educational	development	or	
instructional	design,	which	encompasses	the	practice	of	matching	learning	outcomes	to	
technology	tools.	The	two	most	successful	examples	of	matching	learning	outcomes	to	library-
based	VR/XR	that	we	heard	of	were	faculty	driven,	one	a	project	to	scan	actual	human	body	parts	
for	use	in	a	VR	setting;	the	other	a	criminal	justice	project	related	to	empathy	education	using	
virtual	encounters.	

These	kinds	of	alignment	activities	can	only	occur	if	there	is	a	tool	available	to	match	the	proposed	
learning	outcome.	Most	of	our	respondents	lamented	the	limited	availability	of	titles	that	are	
appropriate	for	use	in	academic	settings,	so	even	if	awareness	was	raised,	there	may	not	be	
sufficient	content	to	meet	academic	needs.	As	one	librarian	suggests,	“Students	will	say,	I’ve	seen	
the	anatomy	tool,	but	right	now	I’m	taking	chemistry	or	I’m	taking	genetics.	Do	you	have	anything	
that	will	help	me	with	that?	I’m	a	visual	learner.	I	really	liked	this	format.	And	that’s	been	
challenging	for	because	it’s	so	new.	There’s	not	a	coherence	in	terms	of	the	titles	and	subject	areas	
that	you	get.”	And	another	characterized	the	issue	this	way,	“It’s	like	the	bargain	video	bin	at	
Walmart.	Sometimes	you	have	to	dig	through	to	find	something	because	it’s	just,	it’s	so	new	right	
now.”	

The	issue	of	availability	may	seem	like	an	emergent	technology	issue	(as	above),	but	the	challenge	
is	further	compounded	by	limitations	on	capacity,	as	most	library	VR	labs	can	only	hold	one	class	
at	a	time,	and	even	then,	the	numbers	may	be	limited,	necessitating	workarounds	such	as	
rotations,	remote	screen-casting,	or	extended	office	hours.	Even	with	multiple	headsets,	most	of	
the	time	students	cannot	be	in	the	same	virtual	reality	space	together.	Despite	these	challenges,	



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BLACK, WHITE, AND GREY | ELLERN AND CRUZ 10 

many	of	our	respondents	were	focused	on	optimizing	current	capacities,	at	least	in	part	because	of	
pressure	to	justify	the	continued	expenditure	of	both	personnel	time	and	equipment	costs.	This	
precarious	state	of	affairs	is	reflective	both	of	tightening	university	budgets	as	well	as	the	frequent	
present	of	internal	sources	of	resistance	from	more	traditionally-minded	colleagues	within	the	
library	itself	(noted	tactfully	by	three	of	our	respondents).	Bearing	all	of	these	factors	in	mind,	it	
would	seem	that	the	question	of	the	long-term	sustainability	and	scalability	of	VR/XR	as	a	learning	
service	for	libraries	remains	unresolved.	

Library	as	Maker	
There	may	be	another	way	to	frame	VR/XR	in	the	context	of	libraries.	In	several	cases	(n=3),	our	
respondents	framed	VR/XR	not	as	an	extension	of	classroom-focused	service,	but	rather	of	
support	for	the	research	enterprise.	As	one	of	our	respondents	described	it,	“If	they’re	still	
working	on	a	project	and	they	need	a	thing	for	this	academic	project.	And	then	we’re	just	
providing	a	new	way	to	provide	that	service,	closing	some	of	the	research	cycle	loop,	that	we’re	
now	part	of	a	different	part	of	that	same	loop	of	creating	things.”	This	is	a	reflection	of	the	
changing	nature	of	outputs	from	scholarly	research.	Previously	confined	largely	to	print	artifacts,	
e.g.,	peer-reviewed	journals,	researchers	are	facing	an	increasing	number	of	choices	when	it	
comes	to	ways	to	represent	the	scholarship	being	created,	e.g.,	knowledge	artifacts.	This	can	
include	artifacts	created	in,	through,	or	with	VR/XR.		

Several	of	the	librarians	(n=4)	we	spoke	to	mentioned	that	their	VR/XR	lab	came	packaged,	in	a	
sense,	along	with	their	3D	printing	stations.	In	each	case,	the	librarians	noted	that	the	utility	of	the	
3D	printers	had	resonated	more	readily	with	library	users,	and	two	indicated	that	they	had	
aspirations	to	link	the	two	processes	in	an	effort	to	boost	interest	in	the	VR/XR	space.	For	
example,	one	respondent	indicated	that	they	wanted	users	to	be	able	to	create	an	object	in	a	
VR/XR	program,	such	as	Google	Tilt	Brush,	and	then	print	their	creation	on	an	associated	3D	
printer.	Libraries	have	long	provided	non-3D	printing	services,	largely	as	ancillary	services	to	
support	researchers,	so	this	example	may,	at	first	glance,	appear	to	be	simply	a	slightly	more	high-
tech	version	of	a	pre-existing	service.	These	made	objects,	too,	could	potentially	be	stored,	
cataloged,	and	disseminated	through	the	library	system	and/or	via	a	dedicated	database	such	as	
SketchFab.com.	

In	our	interviews,	however,	the	respondents	hinted	that	this	linkage	(between	VR/XR	and	3D	
printing)	may	actually	be	a	first	step	towards	a	more	fundamental	shift	in	re-imagining	the	role	of	
the	library	vis-à-vis	technology.	Rather	than	functioning	primarily	as	service	providers,	emerging	
technology	librarians	have	the	opportunity	to	become	more	active	(co-)creators	of	content	and	
facilitators	of	change.	In	one	case,	the	VR/XR	lab	director,	also	a	faculty	member,	developed	
partnerships	with	strategic	programs	on	campus,	such	as	the	office	of	admissions,	to	generate	
original	content	that	was	specific	to	their	institution.	Fortunately,	the	faculty	member	was	able	to	
draw	on	coding	skills	she	had	gained	in	prior	professional	roles.	In	another	case,	the	library	
partnered	with	an	external	developer	to	generate	original	content	with	direct	relevance	to	the	
community—a	project	that	served	to	generate	interest	in	the	library,	VR/XR,	and	local	issues,	all	at	
the	same	time.	

There	is	a	fundamental	difference	between	a	library	hosting	a	maker	space	and	becoming	a	maker	
itself.	While	librarians	have	traditionally	characterized	themselves	as	facilitators	of	knowledge	
rather	than	knowledge	creators,	there	is	some	evidence	that	this	shift	may	not	be	quite	as	
profound	as	it	might	appear.	This	shift	began	with	libraries	and	librarians	scanning	digitized	items	



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BLACK, WHITE, AND GREY | ELLERN AND CRUZ 11 

of	their	siloed	special	collections	and	archives.	The	resulting	databases	are	often	treated	as	
published	works	in	and	of	themselves	with	the	library	acting	as	curator	and	publisher.	In	addition,	
librarians	currently	hold	faculty	rank	at	many	research	universities	and	actively	present	and	
publish	both	in	library-focused	journals,	thematic	journals	(e.g.,	information	literacy),	as	well	as	in	
other	venues,	often	alongside	faculty	partners.18	The	embedded	curricular	model	places	librarians	
in	the	role	of	learning	designers	and	as	creators	of	extended,	discipline-specific	content.	It	should	
be	noted,	too,	that	content	development	is	not	the	only	“creator”	role	available.	When	you	build	a	
knowledge	management	system	(like	a	library	catalog),	the	choices	you	make	serve	not	just	to	
organize	knowledge,	but	also,	to	shape	that	knowledge	and,	yes,	create	physical	and	cognitive	
pathways	to	and	through	it.19	It	is	perhaps	not	a	coincidence	that	identifying	pathways	has	been	
identified	as	a	signature	taming	strategy	for	wicked	problems.	

DISCUSSION:	TAMING	WICKED	PROBLEMS		

Our	study	frames	the	adoption	of	VR/XR	technology	by	academic	libraries	as	embedded	in	the	
larger	wicked	problem	of	library	reinvention	in	a	digital	age.	That	said,	one	of	the	fundamental	
characteristics	of	a	wicked	problem	is	not	that	it	is	very	difficult	to	solve,	but	that	it	is	intrinsically	
unsolvable	(or	nearly	so).	This	may	explain	why	the	question	of	libraries	and	technology	seems	to	
be	a	conversation	that	never	goes	away,	as	the	question	involves	a	perpetually	moving	target,	
embedded	in	the	ever-shifting	social,	economic,	and	political	dynamics	that	are	taking	place	well	
beyond	the	walls	of	any	library.20	This	characterization	does	not	mean,	however,	that	we	should	
not	keep	trying	a	variety	of	strategies	to	untangle	these	wicked	knots.	

Taming	Strategy	1:	Embracing	Wickedness		
In	a	recent	essay	about	learning	in	higher	education,	Randy	Bass	characterized	the	wicked	
problem	designation	as	potentially	liberating,	rather	than	discouraging.	Embracing	wickedness	
serves	to	move	the	conversation	from	thinking	of	libraries	as	broken	or	backward	(and	therefore,	
in	need	of	solutions),	to	a	view	of	the	question	as	a	grand	challenge,	a	continual	thought	
experiment	that	requires	ongoing	inquiry,	thoughtful	consideration,	and	an	expansive,	rather	than	
reductive,	perspective.21	As	a	grand	challenge,	the	question	of	libraries	and	emerging	technologies	
such	as	VR/XR	becomes	less	of	a	mad	scramble	to	maintain	relevance	and	more	of	a	scholarly	
conversation	that	enhances	the	role	of	the	library	as	an	inclusive	and	pluralistic	space.	In	this	
framework,	the	questions	of	whether	or	not	a	library	should	embrace	new	technology	or	
technology-related	service	are	not	bounded	by	the	intrinsic	qualities	of	that	technology	itself,	nor	
does	it	mean	that	libraries	everywhere	will	need	to	land	upon	the	same,	or	even	similar,	
technologies,	but	rather	they	might	seek	convergence	in	the	role	of	libraries	as	tamers	of	these	
wicked	problems.	

Taming	Strategy	2:	Integrating	Adaptability		
The	librarians	we	spoke	to	generally	described	their	units	as	falling	under	the	category	of	“early	
majority”	in	Roger’s	well-known	diffusion	of	technology	model,	in	that	they	wanted	to	see	
evidence	that	VR/	XR	will	be	useful	to	others	before	committing	their	resources,	but	they	also	
want	to	serve	a	gateway	role	in	introducing	promising	new	technologies	to	their	patrons.22	Much	
of	the	research	on	technology	diffusion,	however,	has	focused	on	either	end	of	the	curve,	i.e.,	the	
innovators	or	non-innovators,	and	comparatively	less	research	has	been	done	on	the	role	played	
by	those	in	the	middle,	such	as	these	libraries.23	By	positioning	themselves	as	early	majority	
adopters,	academic	libraries	would	potentially	be	able	to	articulate	a	clear	and	distinct	role	for	
themselves	vis-à-vis	other	units	within	the	university	that	support	technology-enabled	learning;	



INFORMATION TECHNOLOGY AND LIBRARIES  DECEMBER 2021 

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while	also	giving	themselves	the	ability	to	leverage	more	resources	outside	of	the	library	itself.	
The	model	also	has	the	advantage	of	providing	a	sustainable	model	of	re-invention.	As	a	given	
technology	matures	along	the	continuum,	the	library’s	role	recedes,	enabling	it	to	embrace	the	
next	emerging	technology.	As	one	of	our	respondents	pointed	out,	their	library	used	to	give	
training	on	how	to	use	a	mouse	and,	one	day,	gateway	training	for	VR	is	likely	to	go	the	same	
route.	

Taming	Strategy	3:	Building	Networks		
Because	wicked	problems	are	complex	and	ill-defined,	taming	them	is	often	done	by	connecting	to	
others	with	different	perspectives.24	Our	respondents	were	largely	emerging	technology	librarians	
who	used	a	number	of	on-the-ground	strategies	to	tame	the	wickedness	of	the	task	of	advocating	
for	a	vision	of	VR/XR	on	their	respective	campuses.	Most	of	these	strategies	required	creating	
relationships	beyond	the	walls	of	the	library,	e.g.,	building	organizational	networks,	connecting	to	
community	organizations,	developing	joint,	shared,	or	embedded	positions;	cultivating	faculty	
champions	in	academic	units,	and	initiating	shared	programming.	These	collaborative	strategies	
resonate	with	another	characteristic	of	wicked	problems,	e.g.,	that	they	require	the	ability	to	think	
across	conventional	organizational	and	disciplinary	siloes.	

Taming	Strategy	4:	Exercising	Interdisciplinary	Imagination		
And	what	other	role	at	a	university	has	more	experience	with	this	kind	of	intellectual	dexterity	
than	a	librarian?	Our	respondents	mentioned	working	with	faculty	from	14	different	disciplines	in	
the	context	of	their	responses	to	our	interview	questions,	and	that’s	without	being	asked.	As	
higher	education	increasingly	shifts	its	attention	towards	addressing	wicked	problems,	then	
librarians	may	be	well	poised	to	serve	a	gateway	role	in	modeling,	supporting,	and	conducting	
what	is	now	being	called	“convergent”	research.25	This	has	been	described	as	transdisciplinary	
inquiry	that	integrates	knowledge	from	multiple	data	sources,	disciplinary	perspectives,	and	lived	
experiences	in	order	to	confront	the	world’s	most	complex	problems.26		

Taming	Strategy	5:	Modeling		
As	learning	partners	in	the	future	of	higher	education,	librarians	will	have	a	role	to	play	in	
developing	our	students’	abilities	to	tame	these	same	wicked	problems.27	This	partnership	is	not	
limited	to	the	kind	of	information	and	digital	literacy	needed	for	cross-disciplinary	research.	
Taming	wicked	problems	requires	more	than	a	specific	set	of	knowledge	or	skills,	but	rather	a	
certain	disposition,	e.g.,	a	willingness	to	engage	in	answering	seemingly	impossible	questions;	the	
flexibility	to	find	pathways	through	those	challenges;	the	ability	to	persevere	through	short-term	
setbacks;	and,	above	all	else,	the	motivation	to	support	the	ability	of	others	to	flourish.28	This	same	
set	of	wicked	qualities	could	easily	be	applied	to	all	of	the	respondents	in	our	study,	each	of	whom	
have	succeeded	because	of	their	deeply	held,	intrinsic	passion	for	(and	commitment	to)	the	
possibilities	for	what	technology	and	libraries	can	do	together.	

CONCLUSION	

The	library	remains	a	model	of	not	just	individual,	but	also	organizational	resiliency.	As	new	
technologies	such	as	VR/XR	arise,	the	library	as	an	institution	will	find	ways	to	weather	emerging	
challenges,	resolve	complicated	problems,	and	disentangle	super	complex,	i.e.,	wicked,	dilemmas,	
each	of	which	requires	the	cultivation	of	distinctive	knowledge,	skills,	and	dispositions.	In	this	
study,	we	argue	that	the	strategies	associated	with	wicked	problem	solving	can	serve	to	
strengthen	the	ability	of	libraries	(and	librarians)	to	serve	an	active	role	in	our	collective	future,	
whether	that	future	is	“real”	or	virtual	(or	both).		 	



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APPENDIX	A	–	EMAIL	TO	INTERVIEWEES	

Subject: We are interested in your experience with virtual reality at your library/university/college - A 
research study interview request 

Hi Invitee,  

You are being invited to participate in a research study of how universities navigate the integration of 
virtual reality labs. You were selected as a possible participant because of your experience in managing 
or implementing such labs. Your participation entails a 45–60 minute interview, conducted through 
Zoom. 

We will be especially interested in how you, your library, or your university navigated one of the 
following “grey areas” where a situation is ill-defined or not readily conforming to a category or an 
existing set of rules or policies. These include but not limited to your professional perspective in one or 
more of the following: 

1. Physical and software liability 
2. Licensing and infringement  
3. User accounts with the university and/or with the vendor 
4. Physical space modifications needed for VR 
5. Room and equipment management 
6. Separating collection development policies from equipment and use policies 
7. Use policies for the equipment, software, and users 
8. Controlling the VR equipment and software 
9. Time, research, and staff needed to run this service 
10. Training and learning curve for users (both faculty and students) 
11. Logistics of using the VR room for a class and within a class 
12. Integrating VR into a college course 
13. Selecting appropriate VR items to purchase 
14. Evaluating VR items 
15. Paying for VR items including approval, licensing, purchasing processes 
16. Installing and maintaining VR items including regular updates, the user installing 

software/games, management of hardware/software, repair, etc. 
17. Budget for VR (amount, repair, one-time/continuing) 
18. A VR topic of your choice 

Of course, we will not be able to cover all of these areas listed above during our short interview with 
you. We are sending them so you can begin thinking about these VR challenges and prioritize them. 
Based on our own experience, we think you have important insight to share about some of them that will 
be beneficial to the broader university and library communities.  

	 	



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APPENDIX	B	–	INTERVIEW	PROTOCOL	

1. Tell us about the history of you/your library with VR.  
 

2. How have you/your library navigated one of the following grey areas (drawn from working with 
VR in libraries) where a situation is ill-defined or not readily conforming to a category or an 
existing set of rules or policies? These include but are not limited to your professional perspective 
in one or more of the following (from the list we sent you in our invitation email): 

 
• Physical and software liability 
• Licensing and infringement  
• User accounts with the university and/or with the vendor 
• Physical space modifications needed for VR 
• Room and equipment management 
• Separating collection development policies from equipment and use policies 
• Use policies for the equipment, software, and users 
• Controlling the VR equipment and software 
• Time, research, and staff needed to run this service 
• Training and learning curve for users (both faculty and students) 
• Logistics of using the VR room for a class and within a class 
• Integrating VR into a college course 
• Selecting appropriate VR items to purchase 
• Evaluating VR items 
• Paying for VR items including approval, licensing, purchasing processes 
• Installing and maintaining VR items including regular updates, the user installing 

software/games, management of hardware/software, repair, etc. 
• Budget for VR (amount, repair, one-time/continuing) 
• A VR topic of your choice 

Please describe an occasion where you were faced with one of these complex, challenging, 
and/or potentially insurmountable obstacles in integrating VR into your library (or 
university more broadly). How did you navigate this challenge?  

3. Please describe one way in which the values, practices, and ethos of librarianship may have been 
challenged by the integration of a VR lab and the purchase and curation of VR artifacts.  

	

.  

	

	 	



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ENDNOTES	
 

1	Horst	W.	J.	Rittel	and	Melvin	M.	Webber,	“Dilemmas	in	a	General	Theory	of	Planning,”	Policy	
Sciences	4,	no.	2	(1973):	155–69.	

2	Cameron	Tonkinwise,	“Design	for	Transitions—From	and	to	What?”	Design	Philosophy	Papers	13,	
no.	1	(May	2015):	15,	http://dx.doi.org/10.1080/14487136.2015.1085686.		

3	Valerie	A.	Brown,	John	Harris,	and	Jacqueline	Russell,	Tackling	Wicked	Problems:	Through	the	
Transdisciplinary	Imagination	(London:	Taylor	&	Francis	Group,	2010):	302,	Ebook	Central.		

4	Bayard	L.	Catron,	“On	Taming	Wicked	Problems,”	Dialogue	3,	no.	3	(1981):	13–16;	Luke	
Houghton,	“Engaging	Alternative	Cognitive	Pathways	for	Taming	Wicked	Problems,”	
Emergence :	Complexity	and	Organization	17,	no.	1	(2015),	
https://www.researchgate.net/publication/282282336_Engaging_alternative_cognitive_path
ways_for_taming_wicked_problems_A_case_study.		

5	Catron,	“On	Taming	Wicked	Problems”;	Falk	Daviter,	“Coping,	Taming	or	Solving:	Alternative	
Approaches	to	the	Governance	of	Wicked	Problems,”	Policy	Studies	38,	no.	6	(November	2017):	
571–88,	https://doi.org/10.1080/01442872.2017.1384543;	David	J.	Snowden	and	Mary	E.	
Boone,	“A	Leader’s	Framework	for	Decision	Making,”	Harvard	Business	Review	(November	1,	
2007),	https://hbr.org/2007/11/a-leaders-framework-for-decision-making.		

6	Natallia	Pashkevich,	“Wicked	Problems:	Background	and	Current	State,”	Philosophia	Reformata	
85,	no.	2	(November	4,	2020):	119–24,	https://doi.org/10.1163/23528230-8502A008.		

7	Andrew	M.	Cox,	Mary	Anne	Kennan,	Liz	Lyon,	and	Stephen	Pinfield,	“Developments	in	Research	
Data	Management	in	Academic	Libraries:	Towards	an	Understanding	of	Research	Data	Service	
Maturity,”	Journal	of	the	Association	for	Information	Science	and	Technology	68,	no.	9	(2017):	
2182–2200,	https://doi.org/10.1002/asi.23781;	Julie	McLeod	and	Sue	Childs,	“A	Strategic	
Approach	to	Making	Sense	of	the	‘Wicked’	Problem	of	ERM,”	Records	Management	Journal	23,	
no.	2	(2013):	104–35,	http://dx.doi.org/10.1108/RMJ-04-2013-0009;	Shelley	Wilkin	and	Peter	
G.	Underwood,	“Research	on	E-Book	Usage	in	Academic	Libraries:	‘Tame’	Solution	or	a	‘Wicked	
Problem’?”	South	African	Journal	of	Libraries	&	Information	Science	81,	no.	2	(July	2015):	11–
18,	https://doi.org/10.7553/81-2-1560;	Brendan	Howley,	“Libraries,	Prosperity’s	Wicked	
Problems,	and	the	Gifting	Economy,"	Information	Today	33,	no.	6	(July	2016):	14–15,	ProQuest.	

8	Rachel	D.	Williams	and	Rebekah	Willett,	“Makerspaces	and	Boundary	Work:	The	Role	of	
Librarians	as	Educators	in	Public	Library	Makerspaces,”	Journal	of	Librarianship	and	
Information	Science	51,	no.	3	(September	2019):	801–13,	
https://doi.org/10.1177/0961000617742467.		

9	Cox,	Pinfield,	and	Smith,	“Moving	a	Brick	Building.”	

10	Matt	Cook	et	al.,	“Challenges	and	Strategies	for	Educational	Virtual	Reality,”	Information	
Technology	and	Libraries	38,	no.	4	(December	16,	2019):	25–48,	
https://doi.org/10.6017/ital.v38i4.11075;	Kung	Jin	Lee,	W.	E.	King,	Negin	Dahya,	and	Jin	Ha	
Lee,	“Librarian	Perspectives	on	the	Role	of	Virtual	Reality	in	Public	Libraries,”	Proceedings	of	
the	Association	for	Information	Science	and	Technology	57,	no.	1	(2020):	e254,	
https://doi.org/10.1002/pra2.254;	Hannah	Pope,	“Virtual	and	Augmented	Reality	in	

	



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Libraries,”	Library	Technology	Reports	54,	no.	6	(September	8,	2018):	1–25;	Felicia	Ann	Smith,	
“‘Virtual	Reality	in	Libraries	Is	Common	Sense,’”	Library	Hi	Tech	News	36,	no.	6	(August	28,	
2019):	10–13,	https://doi.org/10.1108/LHTN-06-2019-0040;	Char	Booth,	“From	Technolust	
to	Technorealism,”	Public	Services	Quarterly	5,	no.	2	(June	2009):	139–42,	
https://doi.org/10.1080/15228950902868504.	

11	Megan	Frost,	Michael	Goates,	Sarah	Cheng,	and	Jed	Johnston,	“Virtual	Reality:	A	Survey	of	Use	at	
an	Academic	Library,”	Information	Technology	and	Libraries	39,	no.	1	(March	2020):	1–12.	
https://doi.org/10.6017/ital.v39i1.11369;	Jennifer	Grayburn,	Zack	Lischer-Katz,	Kristina	
Golubiewski-Davis,	and	Veronica	Ikeshoji-Orlati,	3D/VR	in	the	Academic	Library:	Emerging	
Practices	and	Trends	(Washington,	DC:	Council	on	Library	and	Information	Resources,	2019),	
https://eric.ed.gov/?id=ED597662;	Susan	Lessick	and	Michelle	Kraft,	“Facing	Reality:	The	
Growth	of	Virtual	Reality	and	Health	Sciences	Libraries,”	Journal	of	the	Medical	Library	
Association:	JMLA	105,	no.	4	(October	2017):	407–17,	https://doi.org/10.5195/jmla.2017.329;	
Kenneth	J.	Varnum,	ed.	Beyond	Reality:	Augmented,	Virtual,	and	Mixed	Reality	in	the	Library	
(Chicago:	American	Library	Association,	2019);	Richard	Smith	and	Oliver	Bridle,	“Using	Virtual	
Reality	to	Create	Real	World	Collaborations,”	Proceedings	of	the	IATUL	Conferences.	Paper	5	
(2018):	10,	https://docs.lib.purdue.edu/iatul/2018/collaboration/5/;	Carl	R.	Grant	and	
Stephen	Rhind-Tutt,	“Is	Your	Library	Ready	for	the	Reality	of	Virtual	Reality?	What	You	Need	
to	Know	and	Why	It	Belongs	in	Your	Library,”	in	O,	Wind,	If	Winter	Comes,	Can	Spring	Be	Far	
Behind?	(Charleston	Conference,	2019),	https://doi.org/10.5703/1288284317070;	Dorothy	
Carol	Ogdon,	“Hololens	and	Vive	Pro:	Virtual	Reality	Headsets,”	Journal	of	the	Medical	Library	
Association:	JMLA	107,	no.	1	(January	2019):	118–21,	https://doi.org/10.5195/jmla.2019.602.	

12	Grayburn	et	al.,	3D/VR	in	the	Academic	Library,	8.	

13	Douglas	Bates,	“Library	Service	Study,”	unpublished	data,	June	2,	2020;	Andrew	M.	Cox,	Mary	
Anne	Kennan,	Liz	Lyon,	and	Stephen	Pinfield,	“Developments	in	Research	Data	Management	in	
Academic	Libraries:	Towards	an	Understanding	of	Research	Data	Service	Maturity,”	Journal	of	
the	Association	for	Information	Science	and	Technology	68,	no.	9	(2017):	2182–2200,	
https://doi.org/10.1002/asi.23781;	Priti	Jain,	“New	Trends	and	Future	
Applications/Directions	of	Institutional	Repositories	in	Academic	Institutions,”	Library	Review	
60,	no.	2	(2011):	125–41,	http://dx.doi.org/10.1108/00242531111113078;	Janice	G.	Norris	
and	Elka	Tenner,	“GIS	in	Academic	Business	Libraries:	The	Future,”	Journal	of	Business	&	
Finance	Librarianship	6,	no.	1	(September	2000):	23,	https://doi.org/10.1300/J109v06n01_03.		

14	Ross	Rubin,	“Vendors	Face	the	Tough	Reality	of	Affordable	VR,”	ZDNet	(July	13,	2020),	
https://www.zdnet.com/article/vendors-face-the-tough-reality-of-affordable-vr/.		

15	Sarah	Sharples,	Sue	Cobb,	Amanda	Moody,	and	John	R.	Wilson,	“Virtual	Reality	Induced	
Symptoms	and	Effects	(VRISE):	Comparison	of	Head	Mounted	Display	(HMD),	Desktop	and	
Projection	Display	Systems.”	Displays	29,	no.	2	(March	1,	2008):	58–69,	
https://doi.org/10.1016/j.displa.2007.09.005.		

16	Emily	Carl	et	al.,	“Virtual	Reality	Exposure	Therapy	for	Anxiety	and	Related	Disorders:	A	Meta-
Analysis	of	Randomized	Controlled	Trials,”	Journal	of	Anxiety	Disorders	61	(January	1,	2019):	
27–36,	https://doi.org/10.1016/j.janxdis.2018.08.003.		

	



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17	Edward	Castronova,	On	Virtual	Economies,	(Rochester,	NY:	Social	Science	Research	Network,	
July	1,	2002),	https://papers.ssrn.com/abstract=338500.		

18	Barbara	I.	Dewey,	“The	Embedded	Librarian:	Strategic	Campus	Collaborations,”	Resource	
Sharing	&	Information	Networks	17,	no.	1/2	(March	2004):	5–17;	Alessia	Zanin-Yost,	
“Academic	Collaborations:	Linking	the	Role	of	the	Liaison/Embedded	Librarian	to	Teaching	
and	Learning,”	College	&	Undergraduate	Libraries	25,	no.	2	(April	2018):	150–63,	
https://doi.org/10.1080/10691316.2018.1455548.		

19	Xiaoping	Sheng	and	Lin	Sun,	“Developing	Knowledge	Innovation	Culture	of	Libraries,”	Library	
Management	28,	no.	1/2	(January	9,	2007):	36–52,	
https://doi.org/10.1108/01435120710723536.		

20	Lorcan	Dempsey,	“Libraries	and	the	Informational	Future:	Some	Notes,”	Information	Services	&	
Use	32,	no.	3/4	(July	2012):	201–12,	https://doi.org/10.3233/ISU-2012-0670.		

21	Randall	Bass,	“What’s	the	Problem	Now?”	To	Improve	the	Academy:	A	Journal	of	Educational	
Development	39,	no.	1	(Spring	2020),	https://doi.org/10.3998/tia.17063888.0039.102;	Kate	
Crowley	and	Brian	W.	Head,	“The	Enduring	Challenge	of	‘Wicked	Problems’:	Revisiting	Rittel	
and	Webber,”	Policy	Sciences	50,	no.	4	(December	1,	2017):	539–47,	
https://doi.org/10.1007/s11077-017-9302-4.		

22	Brady	D.	Lund,	Isaiah	Omame,	Solomon	Tijani,	and	Daniel	Agbaji,	“Perceptions	toward	Artificial	
Intelligence	among	Academic	Library	Employees	and	Alignment	with	the	Diffusion	of	
Innovations’	Adopter	Categories,”	College	&	Research	Libraries	81,	no.	5	(July	2020):	865–82,	
https://doi.org/10.5860/crl.81.5.865.		

23	David	A.	Abrahams,	“Technology	Adoption	in	Higher	Education:	A	Framework	for	Identifying	
and	Prioritising	Issues	and	Barriers	to	Adoption	of	Instructional	Technology,”	Journal	of	
Applied	Research	in	Higher	Education	2,	no.	2	(2010):	34–49,	
https://doi.org/10.1108/17581184201000012.		

24	Tilmann	Lindberg,	Christine	Noweski,	and	Christoph	Meinel,	“Evolving	Discourses	on	Design	
Thinking:	How	Design	Cognition	Inspires	Meta-Disciplinary	Creative	Collaboration,”	Technoetic	
Arts:	A	Journal	of	Speculative	Research	8,	no.	1	(May	2010):	31–37,	
https://doi.org/10.1386/tear.8.1.31/1;	Nancy	Roberts,	“Wicked	Problems	and	Network	
Approaches	to	Resolution,”	International	Public	Management	Review	1,	no.	1	(2000):	1–19.	

25	Heather	Leary	and	Samuel	Severance,	“Using	Design-Based	Research	to	Solve	Wicked	
Problems,”	ICLS	2020	Proceedings	(June	2020):	1805-6,	
https://repository.isls.org/bitstream/1/6452/1/1805-1806.pdf;	Deborah	L	Mulligan	and	
Patrick	Alan	Danaher,	“The	Wicked	Problems	of	Researching	Within	the	Educational	Margins:	
Some	Possibilities	and	Problems,”	in	Researching	Within	the	Educational	Margins:	Strategies	for	
Communicating	and	Articulating	Voices,	ed.	Deborah	L.	Mulligan	and	Patrick	Alan	Danaher,	
(Cham,	Switzerland:	Palgrave	Macmillan,	2020):	23–39,	https://doi.org/10.1007/978-3-030-
48845-1_2.		

	



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26	Brown,	Harris,	and	Russell,	Tackling	Wicked	Problems,	Ebook	Central;	Chris	Burman,	Marota	
Aphane,	and	Naftali	Mollel,	“The	Taming	Wicked	Problems	Framework:	Reflections	in	the	
Making,”	Journal	for	New	Generation	Sciences	15	(April	20,	2018):	51–73,	
https://www.researchgate.net/publication/324646298_The_Taming_Wicked_Problems_Fram
ework_reflections_in_the_making;	“Convergence	Research	at	NSF,”	National	Science	
Foundation,”	accessed	October	21,	2021,	https://www.nsf.gov/od/oia/convergence/.		

27	Alex	Jorgensen	and	Kara	Lindaman,	“Practicing	Democracy	on	Wicked	Problems	Through	
Deliberation:	Essentials	for	Civic	Learning	and	Student	Development,”	Journal	of	Management	
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