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Computer generated 3D environments that can range from startlingly realistic to abstract wonderlands — has been on the cusp of wide acceptance for years without ever really taking off. The pandemic should have been VR’s big moment, offering an escape for millions of locked-in households. Special headsets and gloves let people interact with a 360-degree, three-dimensional environment, seemingly a good fit for people stuck indoors. But consumers preferred simpler and more accessible tech like Zoom, Nintendo’s Switch, and streaming services like Netflix.

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