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Facebook agreed to purchase Oculus for roughly two billion dollars, describing headsets as a future computing platform rather than a game accessory. The deal transformed the field's funding and unsettled many of its early supporters.
Virtual reality was reclassified from gaming peripheral to potential computing platform, and funded accordingly. The acquisition set the pattern for the following decade, in which headset development was driven mainly by very large technology companies pursuing platform positions rather than by game hardware makers.