Since its acquisition by Facebook, the Oculus Rift has become known to a more general population beyond that of its origins in the more hardcore computer gaming sector and its Kickstarter backers. Although the Oculus aims to finally realize the decades-old dream of virtual reality to computer and console users, what exactly is the reality of its application? This panel will address the use of the Oculus Rift for video games, simulations, and business development. Moderator: Stefan Hall, High Point University Panelists: Steven Michael Smith, High Point University Taylor Tornatore, High Point University Kira Foglesong, High Point University Eli Morris, High Point University Sam Schoenfeld, High Point University