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A campaign aimed at developers rather than consumers funded a rough head-mounted display built from inexpensive phone parts. It brought money, talent and attention back to a field the industry had written off.
A dormant field restarted from a hobbyist prototype rather than a corporate research program. Putting cheap kits in the hands of thousands of developers simultaneously established shared technical standards for comfort and presence that shaped every headset built afterward.
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.