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VR app · learning, travel exploration, documentary history

Anne Frank House VR

A 20 to 25 minute guided walk through the Secret Annex in Amsterdam, reconstructed and furnished as it was during the 1942 to 1944 period of hiding, narrated with quotations from Anne Frank's diary

By Vertigo Games and Knucklehead Studios (current build). The 2018 original is credited to Force Field on the legacy Gear VR / Oculus Go listing and was made with the Anne Frank House museum, which is the content authority and co-originator. · first released 2018-06-12. Also listed as Anne Frank VR House.

Free Students just put the headset on, no sign-ups Gentle for first-timers* Works offline Works well with one headset* Easy to pass around* Teacher-led* Sensitive content: prepare the class first
Price: free Ages: Middle school, High school, Post-secondary, Adults* Store rating 4.4 of 5 Verified 2026-08-24

Is it suitable for my class?

For teachers

Anne Frank House VR is a 20 to 25 minute guided walk through the Secret Annex in Amsterdam, rebuilt and furnished as it was between 1942 and 1944, with Anne Frank’s own words read aloud in the rooms she wrote them about. The museum that holds the building made it, first with Force Field VR in 2018 and then rebuilt for current headsets in 2024. It is free on Quest, PC VR through Steam, and PICO, and it needs no account and no internet connection once installed.

There are two modes. Story Mode is a narrated documentary: it moves you through the rooms in order, and it ends by telling you what happened to the eight people who hid there. Tour Mode lets you wander and triggers diary quotations when you look at things. Story Mode is the one to cast to a class. Tour Mode needs a task attached to it, or students drift.

A controlled study ran this exact app with 132 German students aged 12 to 17 (Mulders, 2023). Students in headsets liked it more and scored higher on perspective-taking than students who ran the same content on a laptop. They also learned less. Factual knowledge gains were lower in the headset than on the screen. In the same study, students given structured, segmented instruction learned significantly more than students left to explore freely.

Read plainly, that says: the headset gives you engagement and a felt sense of the space, and it costs you knowledge unless you supply the structure yourself. This app is not a lesson. It is 25 minutes of powerful raw material that only becomes a lesson if you frame it before, task it during, and debrief it after.

Practically, it is one of the easiest VR titles to run. Install once, go offline, no logins, nothing to save, seconds between students. The constraint is time: one student per headset per 25 minutes, so a whole class working individually is a two-lesson job unless you cast it instead.

For leadership

There is nothing to buy. The app is free on every platform, with no subscription, no in-app purchases, no seat licences, and no education edition to negotiate. Installing it across a whole headset fleet costs nothing and, because it needs no internet connection at run time, it does not add load to the school network or depend on the firewall.

Three things to weigh.

Data is a smaller question than usual but not a settled one. The app itself takes no account, creates no student data, and runs offline. The publisher’s company-wide privacy statement does describe diagnostics and analytics, including headset serial numbers, IP addresses and device data processed in the United States, but it does not name this title and it contains no children’s-data section and no minimum-age clause at all. If the school intends a fleet deployment with under-13s, that silence is worth a written question to Vertigo Games before rollout.

Safeguarding is the real governance item, and it is about content rather than data. This is Holocaust material and it carries a 3+ store rating with no content descriptors, which means the store gives a teacher no warning whatsoever. Whatever policy the school has for teaching the Holocaust should govern this app, and the entry recommends it from middle school upward for that reason, not because of the rating.

For students

You will stand inside the rooms where Anne Frank and seven other people hid from the Nazis for just over two years, furnished as they were at the time. The real building in Amsterdam is kept empty, so this is something you cannot see any other way. Anne’s own diary is read aloud as you go, and at the end you find out what happened to everyone who hid there.

It takes about 25 minutes. The controls are simple and there is a short tutorial at the start: you point at things to hear about them, and you step onto footprints on the floor to move from room to room. Nothing jumps out at you and there is nothing frightening to look at. What is difficult is the subject, and the fact that the rooms are small and dark and you are in them. If you want to stop, stop, and say so.

One thing to hold onto: the rooms are a reconstruction. Some of what you see is documented and some of it fills in gaps, and the app does not tell you which is which. Believing you now know what it was like is exactly the mistake worth avoiding.

Best for

  • Middle and high school history units on the Holocaust, the Second World War, or occupation and resistance
  • English lessons studying the diary as a set text, as a way of anchoring passages to the places they describe
  • Whole-class teacher-led sessions cast to a screen, which is the most reliable way to run it with one headset
  • Schools with a single headset and no budget, since it is free, offline and account-free
  • Students who cannot travel to Amsterdam or manage the Annex’s steep stairs
  • A media-literacy or historiography lesson about how historical reconstructions are built and what they claim

Not ideal for

  • Teaching factual content on its own: the one controlled study of it found the headset version produced lower knowledge gains than the same material on a screen
  • Unsupervised or self-directed use, which the same study found significantly less effective than structured instruction, and which is inappropriate for this subject matter anyway
  • Primary classes: Meta’s account rules exclude under-10s outright, 10 to 12 needs a parent-managed account a school cannot create, and the museum’s own physical site sets a minimum age of 10
  • Any lesson that needs a student artefact, since nothing is created, saved or exported
  • Close reading of documents inside the experience: the letters, wall writings and diary pages rendered in the environment are blurred and unreadable
  • Fast rotations: 20 to 25 minutes per student is the floor

Fit profile* 0 to 4 per area, assessed from the available evidence. There is no overall score.

Educational value 3/4
Curriculum flexibility 2/4
Classroom practicality 3/4
Engagement 3/4
Creation agency 0/4
Collaboration 0/4
Accessibility 2/4
Comfort 4/4
Privacy suitability 3/4
Value for money 4/4
Scalability 3/4
Evidence strength 3/4

What students do and learn

Learning objectives

  • Describe the physical conditions of hiding in the Secret Annex: the size of the rooms, the arrangement of the shared spaces, and the constraints of living silently in them for two years
  • Connect passages from Anne Frank's diary to the specific places they were written about
  • Explain what happened to the eight people who hid in the Annex and to the helpers who supported them
  • Evaluate a historical reconstruction as a source: what it is based on, what it fills in, and what it cannot tell you

Educational strengths

  • Free on every platform, offline once installed, with no account and nothing to save, which removes almost every logistical barrier that stops schools using VR
  • Shows the Annex furnished as it was, which the physical museum deliberately does not, so it adds something a school trip cannot
  • Short enough to fit a lesson: one pass is 20 to 25 minutes
  • Backed by an unusually direct piece of evidence: a controlled study of this exact app with 132 school students in the relevant age band
  • Casts well, so one headset can serve a whole class as a shared, teacher-paced experience
  • Made with the institution that holds the site, so the content authority is the museum rather than a game studio working from photographs
Students mainly experience witness, explore, visualize
Teaching approaches it suits* guided exploration, demonstration, experiential
How to assess it oral explanation, reflection, quiz, observation
Depth of integration* L4: curriculum embedded

Limitations and cautions check these before planning a lesson

The headset produced lower factual knowledge gains than the same content on a laptop screen in the one controlled study of it (Mulders 2023); the immersion buys engagement and perspective-taking, not knowledge
Free exploration produced significantly worse knowledge acquisition than structured, segmented instruction in the same study, so unfacilitated use wastes the lesson
Nothing is produced, saved or exported, so all assessment evidence has to be generated outside the app
No documentation distinguishes historically evidenced objects from objects that fill spatial gaps, so the reconstruction cannot be cited as a source without that caveat
In-world documents, letters and wall writings are blurred and unreadable, so the diary arrives as narration rather than as a text students can read
One user at a time for 20 to 25 minutes, which is the hard limit on any rotation plan
Controllers required, no hand tracking, and no seated mode listed by any store
More on these limitationsread +

The most useful caution is the one that sounds counterintuitive: this app is likely to make your students feel more and know less than a good documentary would. That is not speculation, it is what the controlled comparison found. Treat the headset as the part of the lesson that creates the question, and put the answering somewhere else.

The reconstruction problem deserves saying out loud to students. The academic review of the app is direct about it: nothing documents which objects are historically evidenced and which fill spatial gaps, so “we cannot say with certainty what in the project is based on historical facts and what emerged from the developers’ imagination”. Naming that turns a weakness into the most interesting five minutes of the lesson.

On age, the entry recommends middle school upward. The floors are real and they come from three directions: Meta will not give a child under 10 an account and requires a parent-managed one from 10 to 12, which a school cannot supply; the museum sets a minimum age of 10 for its own physical site; and the only documented school use of the app starts at 12. Upper primary is arguable in a facilitated setting, and it is worth noting that the museum’s own educator-led online tour of the same VR environment is offered to primary education. That is a guided, hour-long session with a trained educator present, which is a different thing from a child alone in a headset. If a primary teacher wants this material, the museum’s tour is the better route.

On distress, the store gives no help. The rating is 3+ with no content descriptors on any platform, because there is no depicted violence. The difficulty is the subject and the enclosure: small dark rooms, wartime ambience, and an ending that tells you what happened to everyone. A student in a headset cannot be read by a teacher looking at them. Tell students how to stop before they start.

It is confirmed free and available there. The Quest route could not be verified from outside the region and this entry does not claim it.

Risks to plan for

High · content

This is Holocaust content delivered in an enclosed, darkened, confined space that the student cannot see out of, ending with the arrest of the eight people in hiding and what happened to them. There is no depicted violence and no store carries a content descriptor, so the store rating of 3+ gives a teacher no warning at all. The distress risk is the subject matter and the confinement, and a teacher cannot see a student's face while it is happening. Prepare students beforehand, tell them how to stop, watch them during, and debrief afterwards. Source

Moderate · content

Nothing in the app distinguishes objects that are historically evidenced from objects that fill spatial gaps, and the academic review of it states that on this basis 'we cannot say with certainty what in the project is based on historical facts and what emerged from the developers' imagination'. Students who take the reconstruction as documentary will leave with false confidence about details. Name the reconstruction as a reconstruction. Source

Moderate · safeguarding

Meta's platform rules place a floor under school use on the Quest route: children under 10 cannot have a Meta account at all, and 10 to 12 year olds need a parent-managed account, which a school cannot create on a parent's behalf. Separately, Vertigo Games' privacy statement contains no children's-data section and no minimum-age clause, so the publisher has said nothing either way about under-13 users. Neither constraint applies to the Steam PCVR route. Source

Moderate · privacy

The publisher's company-wide privacy statement documents diagnostics and analytics including VR headset serial code, IP address, pseudonymised username, user ID, usage location and device specifications, processed by Sentry.io in the United States and shared with Mailchimp and Gamesight. The statement does not name this title, so whether these apply to it is unconfirmed. Source

Moderate · physical

Moving between rooms requires the wearer to physically step onto footprints marked on the virtual floor, so this is not a stand-still experience. Each headset needs a clear area and an adult watching the wearer, especially given that the wearer is emotionally engaged and cannot see the room. Source

Low · technical

One Steam reviewer reports clipping through walls; no other technical faults were found. Source

Planning a lesson

With one headset* Strong
In pairs* Workable
With a small set* Workable
With a class set* Workable
Teacher preparation* Moderate
Student learning curve* Short
Classroom readiness* Ready with preparation
Casting to a screen* Good
Comfort risk* Low

Motion minimal*, physically minimal*. Comfort still varies by student.

Ways to run it teacher demo, station rotation, individual, pair rotation, small group
Runs on Quest 3, Quest 3S, Quest 2, Quest Pro, PC VR, SteamVR, PICO 4, Other standalone headsets
Players One at a time
Typical session
20 to 25 minutes for one pass. The museum states about 25 minutes; a practitioner review times Story Mode at about 20 minutes; a Steam reviewer describes 24 minutes of narrated content. Classroom sessions in the Mulders (2023) study averaged about 30 minutes.
Lesson shapes that work
  • One 50 to 60 minute lesson for a cast Story Mode run plus a structured debrief
  • A two-lesson sequence when students run it individually: context and task first, headset rotation second, debrief and written response to finish
More planning detail: setup, saving, swapping students, spaceopen +
Sensible maximum
One pass in one sitting. No developer maximum is published. The limit in practice is the lesson, not the headset.
Group size
One wearer at a time. For a cast demonstration, a whole class; for individual runs, plan on two to three students per headset per lesson.
Time to get started
Two to three minutes. The app opens with a short mandatory tutorial covering movement, the meaning of the on-screen symbols, and how to interact with objects.
Swapping between students
Under a minute. Nothing to log into, nothing to save, no settings to restore.
Setup
Install from the store on a headset with a Meta account. Because no internet connection is needed at run time, install once and the headsets can be offline afterwards. Set the language. Mark out a clear standing area per headset and set a generous guardian boundary, remembering that room changes require the wearer to step onto footprints on the floor. Decide which mode you are using and why. Prepare the debrief before the lesson, not after it.
Saving and progress
No profile, no save, no progress carried between sessions. Each run starts at the beginning. No in-app resume feature was found.
Passing the headset on
There is nothing to sign into inside the app and nothing to save, so the next student puts the headset on and starts from the beginning. Reset between users is a matter of seconds.
Reset and login burden
Very low. No app account and no per-student setup. The trade-off is that there is no record of what any student did, so evidence of learning has to be collected outside the headset.
Casting notes
No developer casting documentation was found, so this is a judgement about the app type rather than an observed result. Standard Quest casting applies. This app casts unusually well because the narration carries the content: a class watching a cast of Story Mode receives most of what the wearer receives, minus the sense of scale and confinement.
Space needed
A clear standing area. Both Meta and PICO list Roomscale and Standing as the player modes and neither lists Seated. Room changes work by fading to black and asking the user to step onto footprints, so a fixed chair position is unlikely to work; this was not confirmed on device.
Collision risk
Moderate. The user walks and turns inside a small virtual room while looking at objects, and must physically step onto marked footprints to move between rooms. In a classroom this needs a clear area and someone watching the wearer.
Cable risk
None on standalone Quest or PICO. Moderate on the Steam or Rift PC route, which is tethered unless wireless streaming is used.
Classroom implementation notesread +

One headset first, and here that is not a compromise. Casting Story Mode to a screen with the teacher wearing the headset is arguably the best way to run this app in a classroom: the narration carries almost all the content, everyone experiences the same thing at the same time, the teacher can pause and talk, and nobody sits alone inside difficult material without an adult knowing what they are seeing. What the class loses is the sense of scale and confinement, which is the part that only the headset gives. A reasonable compromise is a cast run for everyone plus optional individual runs for those who want them.

For individual runs, the logistics are easy and the timing is not. There are no accounts, no saves and no network, so swapping students takes seconds. But 25 minutes each means two or three students per headset per lesson. With one or two headsets, plan a two-lesson sequence, or run the headset as a station while the rest of the class works on the diary text or the museum’s free browser 3D tour, which needs no headset and gives non-wearers real parallel work.

Space matters more than the short runtime suggests. Room changes work by fading to black and asking the wearer to step onto footprints on the virtual floor, so this is not a stand-still experience. Give each headset a clear area, set a generous boundary, and have an adult watching the wearer, who is both emotionally engaged and unable to see the room.

Whatever the model, the study result should shape the plan: structure beats exploration. Establish who the eight people were and what the building was before anyone puts a headset on. Give a specific task for during. Leave real time at the end, in the same lesson, for the debrief. Nothing comes out of the app, so any evidence of learning has to be created by you afterwards, which in practice means a written response, a discussion, or an explanation task.

Where it fits the curriculum each link shows how central it is, how confident the finding is, and what evidence supports it

Subjects

History Core use high confidence E4 formal research why? +

The app exists to teach one historical site and the people who hid in it. There is a peer-reviewed controlled study of this exact app with 132 German middle-school students aged 12 to 17 (Mulders 2023), and the museum built it as part of its own educational work.

Ages: middle school and above; below that, platform account rules and the subject matter both bite

Sources: https://doi.org/10.3390/mti7030028 · https://www.annefrank.org/en/about-us/news-and-press/news/2018/6/12/anne-frank-house-vr-launched/

Relationship reviewed 2026-08-24

Social studies Core use high confidence E2 classroom use why? +

The content is persecution, discrimination and the machinery of occupation seen from inside one family's hiding place. The museum's own teaching programme frames this material as antisemitism, prejudice and democracy, and its educator-led tour of the same VR environment is sold to schools at primary and secondary level.

Ages: middle school and above

Sources: https://www.annefrank.org/en/education/product/186/online-tour-of-the-vr-secret-annex/

Relationship reviewed 2026-08-24

English language arts Strong secondary high confidence E1 expert rationale why? +

The diary is one of the most widely taught texts in secondary English, and the app is built from quotations from it placed in the rooms they were written in. No documented English-lesson use of the app was found, so this rests on the fit between the app and an existing set text rather than on classroom evidence.

Ages: middle school and above

Sources: https://www.meta.com/blog/introducing-anne-frank-house-vr-an-immersive-experience-that-recreates-amsterdams-secret-annex-and-preserves-a-piece-of-holocaust-history/

Relationship reviewed 2026-08-24

Media studies Cross-subject high confidence E1 expert rationale why? +

The RIDE academic review's central criticism is that nothing documents which objects are historically evidenced and which fill spatial gaps, so 'we cannot say with certainty what in the project is based on historical facts and what emerged from the developers' imagination'. That makes the app a usable object for teaching how immersive reconstructions make claims, which is a media-literacy lesson the app supports precisely because of its weakness. Recorded as interdisciplinary because it needs a teacher to set it up; the app does nothing to prompt it.

Ages: high school and above

Sources: https://ride.i-d-e.de/issues/issue-20/anne-frank/

Relationship reviewed 2026-08-24

Geography Cross-subject medium confidence E0 idea only why? +

The Annex is a concealed space inside a working canal-side office building in occupied Amsterdam, so the hiding place only makes sense in terms of the building and the city around it. No geography teaching use was found and the app itself never leaves the interior, so this is a conceivable link recorded for a future pass rather than a demonstrated one.

Ages: middle school and above

Relationship reviewed 2026-08-24

Topics

History: holocaust studies Core use high confidence E4 formal research why? +

This is the subject of the app, and the Mulders (2023) study measured Holocaust-victim learning with it directly in a school setting.

Ages: middle school and above

Sources: https://doi.org/10.3390/mti7030028

Relationship reviewed 2026-08-24

History: historical environment Core use high confidence E2 classroom use why? +

Reconstructing the furnished Annex is the app's stated reason for existing. The physical museum keeps the Annex unfurnished at Otto Frank's wish, so this is the only way to see the rooms as they were occupied.

Ages: middle school and above

Sources: https://www.annefrank.org/en/about-us/what-we-do/publications/anne-frank-house-virtual-reality/ · https://ride.i-d-e.de/issues/issue-20/anne-frank/

Relationship reviewed 2026-08-24

History: human rights Strong secondary high confidence E1 expert rationale why? +

The experience is a concrete case of what the removal of rights looks like at the scale of one family and one building. This is expert rationale about the content, not a measured outcome: no study tested human-rights learning with this app.

Ages: middle school and above

Sources: https://www.annefrank.org/en/education/

Relationship reviewed 2026-08-24

History: memory Strong secondary high confidence E1 expert rationale why? +

The app is itself an act of memorialisation by the institution that holds the site, and the RIDE academic review discusses it in exactly those terms. Comparing what the reconstruction chooses to show with what the physical museum chooses to leave empty is a memory-studies question a class can actually answer.

Ages: high school and above for the memorialisation discussion

Sources: https://ride.i-d-e.de/issues/issue-20/anne-frank/

Relationship reviewed 2026-08-24

History: primary source interpretation Strong secondary medium confidence E1 expert rationale why? +

Diary quotations are attached to the rooms they describe, which is a real primary-source pairing. Confidence is medium rather than high because the RIDE review reports that documents, letters and wall writings rendered in the environment are blurred and unreadable, so the app delivers the diary as narration rather than as a source students can read and interrogate.

Ages: middle school and above

Sources: https://ride.i-d-e.de/issues/issue-20/anne-frank/

Relationship reviewed 2026-08-24

Visual arts: museum studies Cross-subject medium confidence E1 expert rationale why? +

A museum built a digital version of its own site that shows something the physical site deliberately does not. That is a museum-studies problem about access, interpretation and reconstruction ethics, and the RIDE review treats it as one. It is interdisciplinary rather than central because the app supplies the case study and nothing else.

Ages: high school and above

Sources: https://ride.i-d-e.de/issues/issue-20/anne-frank/

Relationship reviewed 2026-08-24

Skills

Empathy perspective taking Strong secondary high confidence E4 formal research why? +

A middle-school cohort running the paired structure selected "learning real facts" among the best parts of the session in a post-session survey (the school deployment record). Self-report, not a recall measure, so it does not refute the study below, but it is consistent with the deficit belonging to unstructured use. Mulders (2023) measured significantly higher perspective-taking on the headset version of this app than on the same content on a laptop, with 132 students aged 12 to 17. That is unusually direct evidence. It is strong secondary rather than primary on purpose: the same study found the headset produced lower factual knowledge gains than the desktop version, so the affective response is real but is not historical understanding, and this project's own documents warn against reading immersion as automatic empathy. Note that the recall deficit is a property of unstructured use, not of the app: the same study found structured instruction outperformed free exploration, and a documented deployment ran this title in the Paired Explorer and Recorder model , which moves the factual task to the non-wearing partner and forces the wearer to verbalise. Teachers should read the deficit as a design problem with a known fix, not as a reason to avoid the app.

Ages: middle school and above

Sources: https://doi.org/10.3390/mti7030028

Relationship reviewed 2026-08-24

Observation Strong secondary medium confidence E1 expert rationale why? +

Tour Mode rewards looking closely at a small, dense space, and the interaction model is entirely about noticing and pointing at objects. This is reasoning from the app's structure, not a measured outcome.

Ages: middle school and above

Sources: https://www.vrvoyaging.com/anne-frank-house-vr/

Relationship reviewed 2026-08-24

Reflection Strong secondary medium confidence E1 expert rationale why? +

The narration ends with what happened to the eight people in hiding, which leaves students with something to process rather than something to answer. The app has no reflection mechanic of its own, so the skill is developed in the debrief the teacher runs afterwards.

Ages: middle school and above

Relationship reviewed 2026-08-24

Critical thinking Enrichment medium confidence E1 expert rationale why? +

Asking what a reconstruction is based on, and why a museum would furnish a room its own building leaves empty, is genuine critical work. It is enrichment rather than a core affordance because the app supplies no prompt for it; without a teacher it is a guided tour.

Ages: high school and above

Sources: https://ride.i-d-e.de/issues/issue-20/anne-frank/

Relationship reviewed 2026-08-24

What it prepares students for

visits to Holocaust museums and memorial sites, including the Anne Frank House in Amsterdam Strong secondary high confidence E2 classroom use why? +

The museum built the app partly so that people who cannot travel to Amsterdam or climb the Annex stairs can still see the rooms, and the physical Annex is kept unfurnished, so the app supplies context a visit cannot. The museum also runs an educator-led tour of the same environment for school groups.

Ages: middle school and above

Sources: https://www.annefrank.org/en/about-us/news-and-press/news/2018/6/12/anne-frank-house-vr-launched/ · https://www.annefrank.org/en/education/product/186/online-tour-of-the-vr-secret-annex/

Relationship reviewed 2026-08-24

Safety, accessibility and privacy

Student accounts needed No
Any in-app account needed No
Platform account on the headset Yes
Email address needed No
Internet needed to run No
Sends usage data Yes
Stores work in the cloud No
Uses the microphone Not known
Social features No
Student-made content No
Multiplayer No
Official age rating
Everyone / 3+ on the Meta Horizon Store, with no content descriptors listed. PEGI 3 per Vertigo Games. PICO Store 3+. Steam required age 0 with an empty content descriptors list.
Content notes
historical trauma, war, death, discrimination, mature theme
Full privacy and accessibility detailopen +
Third-party account
No
Voice recording
No
Public profiles
No
AI processing
No
Privacy notes
No in-app account, no login, no user-generated content, and no internet connection needed to run it (Meta Horizon Store listing: 'Internet connection not required'). A Meta account is still required at device level on Quest, as for any Quest title, and the Steam and PICO routes need their own platform accounts. Vertigo Games' company-wide privacy statement documents Sentry.io diagnostics (90-day retention: GPU and driver, VR SDK, platform, VR headset serial code, pseudonymised username, IP address, peripherals, game version, settings, owned DLC) and further analytics (2-year retention: user ID, usage timing, duration and location, in-game statistics, device specifications), shared with Sentry.io in the US, Mailchimp outside the EEA, and Gamesight, under standard contractual clauses. That statement does not name this title, and it contains no children's-data section and no minimum-age statement at all. The Meta listing also carries the standard platform notice that the app may access display name, username, user id, profile pictures, avatars, age group and a list of followers; that is Meta platform data, not an app social feature.
Accessibility features
subtitles
Accessibility notes
Subtitles are confirmed for all seven languages on the Steam listing, which marks every language as carrying interface, full audio and subtitles (Tier A). Language variants differ by store: Meta lists Spanish (Spain), Steam lists Spanish (Latin America), and the PICO listing omits Hebrew. The museum's stated purpose at launch included letting 'visitors with restricted mobility to see the Secret Annex, as it was in the hiding period', so for wheelchair users and anyone who cannot manage the Annex's steep stairs the app is a genuine access gain over a physical visit. Against that: touch controllers are required and no store lists hand tracking; no store lists a seated mode, and the one claim that seated play works came from a single Steam reviewer who also reported distance limits; no colour, contrast or text-size options were found; and the RIDE academic review reports that in-world documents, letters and wall writings appear blurred and unreadable, which removes them as readable sources for anyone relying on them.

What it costs a school

Price Free

Free

In-app purchases No
Subscription No
Free trial Not known
Education licence
None exists and none is needed: the app is free on every channel checked, with no purchase, licence key or seat count.
Buying as a school
Nothing to purchase. Separately, the Anne Frank House sells an educator-led 'Online tour of the VR-Secret Annex' (one hour, Dutch and English, price on request), which is a different product from this app.
Site licence
Not applicable. Nothing prevents installing it across a whole headset fleet at no cost.

Where you can get it "Unknown" means the detail could not be verified from outside the region

Availability by region (4 checks on record)open +
RegionAvailableHow it was checkedChecked
Worldwide Yes https://www.meta.com/experiences/anne-frank-house-vr/1958100334295482/ (Meta Horizon Store listing live and free) 2026-08-24
Singapore Yes https://www.meta.com/help/orders-and-returns/914401682626684/ (Singapore is a listed supported country for Meta Quest) 2026-08-24
United States Yes https://store.steampowered.com/api/appdetails?appids=2877690&cc=us (is_free true) 2026-08-24
United Kingdom Yes https://store.steampowered.com/api/appdetails?appids=2877690&cc=gb (is_free true) 2026-08-24

Alternatives and pairings

Alternatives

  • The Anne Frank House’s own browser 3D tour of the museum, guided by a multilingual avatar, which needs no headset and works on any school device. This is the obvious pairing for students not in the headset, and given the knowledge-gain finding it may be the better choice when the goal is factual learning.
  • The Anne Frank House’s educator-led “Online tour of the VR-Secret Annex”, a one-hour session run by a museum educator inside the same VR environment, listed for primary through secondary and vocational levels, in Dutch and English, price on request. This is the facilitated route for younger students.
  • The Anne Frank House Knowledge Base at research.annefrank.org, for the documented historical detail the app does not carry.

None of these were assessed against this project’s criteria; they are leads recorded during this research pass, not vetted entries.

Pairs well with

  • The diary itself, read before the headset session so students recognise the passages when they hear them
  • The museum’s browser 3D tour, as the non-wearer activity during a station rotation
  • A source-evaluation task comparing what the reconstruction shows with what the physical Annex deliberately leaves empty

Documented lessons using Anne Frank House VR

Sources and evidence

All 23 sources for this entryopen +
  1. https://www.meta.com/experiences/anne-frank-house-vr/1958100334295482/
  2. https://www.meta.com/experiences/pcvr/anne-frank-house-vr/1801263533272595/
  3. https://www.meta.com/experiences/anne-frank-house-vr/1596151970428159/
  4. https://store.steampowered.com/app/2877690/Anne_Frank_House_VR/
  5. https://store.steampowered.com/api/appdetails?appids=2877690&cc=th
  6. https://store-global.picoxr.com/global/detail/1/7343233758528847878
  7. https://www.meta.com/help/orders-and-returns/914401682626684/
  8. https://www.meta.com/help/quest/734738691458324/
  9. https://www.meta.com/blog/introducing-anne-frank-house-vr-an-immersive-experience-that-recreates-amsterdams-secret-annex-and-preserves-a-piece-of-holocaust-history/
  10. https://www.annefrank.org/en/about-us/what-we-do/publications/anne-frank-house-virtual-reality/
  11. https://www.annefrank.org/en/about-us/news-and-press/news/2018/6/12/anne-frank-house-vr-launched/
  12. https://www.annefrank.org/en/museum/practical-information/
  13. https://www.annefrank.org/en/education/
  14. https://www.annefrank.org/en/education/product/186/online-tour-of-the-vr-secret-annex/
  15. https://www.annefrank.org/en/museum/web-and-digital/
  16. https://www.vertigo-games.com/games/anne-frank-vr/
  17. https://www.vertigo-games.com/privacy-en-us/
  18. https://doi.org/10.3390/mti7030028
  19. https://ride.i-d-e.de/issues/issue-20/anne-frank/
  20. https://doi.org/10.1080/09523987.2025.2490914
  21. https://nexus.sps.nyu.edu/post/nexus-review-the-anne-frank-house-vr-experience
  22. https://www.vrvoyaging.com/anne-frank-house-vr/
  23. https://steamcommunity.com/app/2877690/reviews/
About this entry. Last checked against its 23 sources on 2026-08-24. Values assessed from the available evidence rather than stated by the developer: comfort risk, motion intensity, physical intensity, casting quality, shared device friendly, one headset viability, pair viability, small set viability, full class viability, teacher prep level, student learning curve, classroom readiness, recommended school age bands, integration level, pedagogies, teacher facilitation required, app scores.