And interaction points to Facebook's larger strategy for virtual reality. Uses for VR, up until now, have largely aligned with experiencing video games solo. Applications like Altspace VR offer the ability to meet up with friends that also own virtual reality headsets, but few apps of this nature exist. The $2 billion Facebook spent on Oculus may be due to the Rift's gaming prowess, but more likely points to how Zuckerberg and the rest Facebook envision VR's usefulness. The addition of the social virtual initiative adds a meaningful layer to entering the virtual world that few apps have integrated. If done right, social virtual could extend VR beyond personal, one-person experiences, to activities more easily done with friends.