  Virtual reality technology is biased. It excludes approximately 95% the
world's population by being primarily designed for male, western, educated,
industrial, rich, and democratic populations. This bias may be due to the lack
of diversity in virtual reality researchers, research participants, developers,
and end users, fueling a noninclusive research, development, and usability
cycle. The objective of this paper is to highlight the minimal virtual reality
research involving understudied populations with respect to dimensions of
diversity, such as gender, race, culture, ethnicity, age, disability, and
neurodivergence. Specifically, we highlight numerous differences in virtual
reality usability between underrepresented groups compared to commonly studied
populations. These differences illustrate the lack of generalizability of prior
virtual reality research. Lastly, we present a call to action with the aim
that, over time, will break the cycle and enable virtual reality for everyone.
