Walt Disney Imagineering team, which encompassed a wide range of professionals (engineers, designers, architects, IT specialists, writers, etc.) responsible for various entertainments offered by theme parks, resorts, and other venues, is currently devoting a lot of time and effort to unlock the full potential of virtual reality as one of the most popular tourist attractions (Kurtti 23). VR now rates among the top hot topics of professional meetings and conferences. After many years of studies and experiments, virtual reality headsets finally go beyond the borders of theme parks to enter the consumer market with the ultimate objective to be introduced to every home throughout the world. Such large corporations as Disney contributed a lot into promoting the benefits of immersing into magical universes (Gurău 181). However, despite such immense popularity in theme parks, virtual reality is still surrounded by several myths expressing concerns of people who believe that further expansion of its implementation may be hazardous (Bittarello 17). Thus, the paper at hand is going to analyze the existing prejudice about virtual reality and prove that despite these fears VR can be called one of the safest entertainment technologies at present and future. The essay will also review the existing opinions on the topic to provide the necessary evidence. Myths about Virtual Reality There are a lot of legends that accompany the appearance of new VR gadgets. Some of them concern its effects on the physical and psychological health of those who apply the technology, others are connected with its cost and potential benefits that it may offer for businesses. The most commonly cited myths include:  1. Virtual reality is a passing trend. When a new exciting technology hits the market, it attracts a lot of attention but typically fails to hold it after a short while when consumers get used to it. However, it is not the case with virtual reality as a lot of huge companies (and even such giants as Disney) invest money into its further development (Bittarello 23).  2. Virtual reality is developed exclusively for gamers. The mention of VR usually evokes an image of a gamer absorbed in the world of fantasy. Yet, even though there is a lot of content developed for gamers, imagineering teams work on a whole range of other potential applications of VR. It is currently used in news outlets (to place the audience in the middle of events), marketing (for exciting customers about various goods and services), education (to spark students’ interest in learning), arts (for enhancing the impression produced by museum exhibitions), and in many other fields (Bittarello 24).  3. The costs of technology impede expansion. It is commonly believed that virtual reality is unlikely to spread as only insiders can afford it. However, there exist accessible devices like Google Cardboard that an average consumer can purchase. The cost of the VR headset is going to decrease, which means that more and more people will have the technology at their homes (Sharples et al. 60).  4. Virtual reality encourages a sedentary lifestyle and leads to inactivity and loss of social contacts. Psychologists are worried about the effects of VR on socialization as it osten