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In the socio-technical imaginary, Virtual Reality (VR) has been envisioned as a tool for job skills training, to exploring the human body and outer space, for youth engagement, and to defy the rules and consequences of the real world. Theorists have noted the critical role of science fiction in the development of the imaginary, informing popular beliefs about the world in relation to the mutually shaping roles of society and technology. Public libraries are key locations for real experiences with VR technology, to expose people young and old to this revived technology, and for connecting geographically dispersed publics to each other and to otherwise unattainable virtual experiences. This paper presents empirical findings from a six-month study of VR usage in seven libraries across Washington State, including interviews with librarians (n=36) and patrons (n=39), patron user experience surveys (n=185), and field notes from site visits. Our work explores what it means to bring VR into the public library with a focus on informal learning and community engagement, at a time when the public has imagined ideas about the tool but no clarity on its actual value, function, and purpose. We explore how people with shared experiences and exposure to popular media such as science fiction and shared social practices vis-à-vis public library usage experience VR. Our findings address perceived and actual demographics about VR users in the library, beliefs about VR as part of videogame culture, and practical considerations related to VR and the socio-technical imaginary in this public domain.