My day job consists of creating virtual and augmented reality applications for teaching and learning at my local University. In doing this, we run into far more inexperienced users than traditional VR games do. Most of the people using our tools and applications have never experienced virtual reality first hand. Ultimately, this means that a significant amount of our target audience has based their entire digital experience expectations on the interactions they've grown accustomed to on their phones, tablets, and workstations—namely 2D interactions on a 2D screen with 2D objects. Overcoming the tendency to think of and interact with digital spaces as two-dimensional rather than three-dimensional is VR's great power, however it comes with a cost—upending 30 years of 2D zeitgeist is no easy task.