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Nintendo announces VR kits for its Labo line of Switch DIY cardboard accessories; they cost $40 and $80 and will be available on April 12

Nintendo is getting into the virtual reality game  —  Nintendo's getting into virtual reality, but not in the way you might expect.

The Verge Andrew Webster

Context & Ripple Effects

Nintendo's original Labo kits established the formula in 2018: cardboard you assemble yourself plus software, pitched at families rather than enthusiasts. The VR announcement extends that same Toy-Con structure into virtual reality, with the fourth kit letting users build six creations and even make their own VR games, as shown in the hands-on ahead of launch.

The pricing is the story: $40 and $80 undercut Samsung's Oculus-powered Gear VR at $129 and echo the cheap-cardboard lineage of Microsoft's earlier VR Kit. Nintendo is entering VR as an accessory experiment on hardware families already own, not as a headset platform.

First-order effects

  • Switch owners get a sub-$100 entry point into VR using a console they already have, with the $80 kit adding a blaster-style controller for interactive play.
  • Samsung's Gear VR, which had just bundled a controller to justify its $129 price, suddenly faces a toy-priced alternative aimed at the same casual household buyer.

Second-order effects

  • The launch-week verdict — fun but the novelty wears off quickly and assembly is time-consuming — caps how far the kit can push VR adoption, leaving the phone-headset camp's comfort advantage intact.
  • If the kits sell on novelty, Nintendo gains a template for cheap experimental peripherals; if they stall, the Labo line's expansion pace slows with it.

Third-order effects

  • Nintendo's pattern of treating VR as a disposable cardboard accessory rather than a committed platform keeps it out of the headset arms race, betting its audience values play patterns over immersion specs.
  • For the broader market, the episode reinforces a split: console makers dabbling in low-cost VR toys while dedicated-headset vendors compete on hardware capability — a gap that persists unless a cheap kit proves sticky.

The trend: Mainstream console makers are testing VR through low-cost cardboard accessories rather than committing to dedicated headsets, keeping virtual reality a side experiment in the living room.