4 Myths About VR

4 Myths About VR

This article is written by Michele Oberly , Learning Experiences Specialist at Edstutia and Business Development & Learning Design Consultant at Foretell Reality.

If you reside on Earth, you’re probably hearing and reading a lot about virtual reality (VR) and its capabilities - and you’ve likely come across some myths. Let’s dive in and dispel the most stubborn of these myths, particularly as they relate to training and development.??


Myth 1: VR is a passing trend

One of the biggest misconceptions about VR is that it is novel or gimmicky and without staying power. In fact, immersive technology has a long history dating back at least to the 1950s (Sensorama ) and some would argue even to the mid 19th century (Stereoscope ).?

Tech pioneers continued to work for decades to develop and improve upon immersive technologies and in the 1960s flight simulation became instrumental to US Air Force pilot training. The immersive flight simulations provided an environment that felt real but wherein mistakes could be made without risk of harm.?

Then in the late 1980s NASA funded VR development to train astronauts. In the same decade, psychologists successfully employed VR for exposure therapy to treat veterans suffering from PTSD.?

But while innovators and scientists made continuous progress throughout the 20th century, the technology was not widely enjoyed by the general population. The cost to create realistic graphics was very high and the required hardware for the user to wear was cumbersome. As a result, the affordable gaming products that were introduced to a mass market contained rudimentary graphics and consumers were underwhelmed.?

The inflection point for wider adoption of VR came in the 2010s when major companies like Google and Facebook made massive investments into VR technology. The resulting software innovation, along with major improvements to hardware, made VR much more accessible to the average consumer.?

For the past decade, a large number of companies have been using VR for hard-skills training, like operating heavy warehouse machinery, for example. And now companies are using VR for soft-skills training, including practicing how to diffuse tension with dissatisfied or angry customers, as well as role-playing various high-stakes manager-employee scenarios.?

As VR provides a safe environment for physically risky scenarios, it also provides a psychologically safe environment to practice scenarios that typically induce anxiety.?

The bottom line is that VR is neither new nor gimmicky — and it’s here to stay. In fact, according to PwC’s 2022 Metaverse survey , over 50% of companies are already using VR or are in the process of integrating VR into strategy.


Myth 2: VR is too expensive

As mentioned above, investment in the 2010s led to soaring innovation in software as well as hardware technology, ultimately leading to affordable products for consumers. Currently in 2023 the most widely-used headset, Meta’s Oculus Quest 2, retails for $300.?

Today, all one needs to enjoy and to experiment with content is a headset and a wifi connection. With spatial audio, 3D graphics, and six degrees of freedom, users are transported to any environment with a real sense of presence.?

Compared to in-person training, training in VR is extremely cost effective. Many, if not most, large companies have employees across regions and some across countries. To get employees together for in-person team-building workshops or training courses can be extremely expensive when travel and hotel costs are factored in.?

One of the most cost-advantageous aspects of VR is its ability to scale. It can be disseminated to entire departments or across an entire organization for a lot less than it would cost to train as many using classroom training. And just small tweaks to the software can easily accommodate updates to an ever-changing business environment.?

Some might argue that Zoom or other online platforms can suffice for training, but the COVID19 pandemic laid bare its limitations and the term “Zoom fatigue” quickly became a part of our vernacular. VR has proven to be more engaging than Zoom and engagement leads to better outcomes (faster learning, reduction in errors) -? meaning better return on investment.?

Engagement really can’t be monitored in Zoom. It’s impossible to know whether someone is paying attention, or perhaps they’re on their phones, or searching the internet.?

In contrast, VR is a fully immersive experience, which makes multitasking impossible. And VR allows for the ability to measure engagement through data. For example, you would have a measure of face-gaze toward a speaker or how frequently one speaks with others.?


Myth 3: VR is just for gamers and young people?

Not so! Some of VR’s most powerful use cases are specifically designed for older generations.?

One example is reminiscence therapy . This is the process of using video, photos, and other media to help those with cognitive decline to reconnect with joyous times in their life and ward off anxiety and depression.?

Some responded to the therapy? but the number increased dramatically once VR was incorporated. Rather than just look at a video of one’s hometown, one can be immersed in a scene and make a real and powerful connection to a fond memory.?

There are countless other medical uses of VR for older generations, including using VR as a distraction tool during procedures when anesthesia is considered too dangerous.?

When it comes to using VR for training, it’s much like anything else in that there is an initial learning curve. The good news is that once the headset is configured, steps like connecting to wifi do not need to be repeated when used in the same location. And information like log-in credentials can be saved, making it quick and easy to engage.?

Additionally, navigation is quite intuitive. It is designed for ease of movement and adults of all ages can catch on quickly. Some VR companies, like Edstutia, have accommodations for low vision (magnifiers) and hearing (speech-to-text), among others, making VR comfortable and accessible for older participants.?

When you consider that the benefits of VR training include faster learning rates and higher information retention, it makes sense to extend these benefits to everyone. Engagement at all levels of an organization leads to better return on investment of L&D dollars.??


Myth 4: VR is antisocial?

This is a stubborn myth that conjures lonely gamers in isolation, fearing connection with others. Even within the gaming world, this is highly inaccurate. One of the pleasures of VR gaming is the interaction with other people from all over the world - the ability to team up with someone from a different culture and problem-solve to reach a common goal.?

Keep in mind that the goal of VR training is not to replace human interaction, but to provide a cost-effective and engaging alternative when getting together in person is difficult. However, some VR platforms have developed features that make some traditional in-person activities more effective in VR.?

Edstutia, for example, has a record and playback hologram feature for role-play as part of a coaching session , wherein users can watch and learn from their own performance and try the role play again.?

Not everyone has a headset? No problem. VR allows the ability to cast on to a wider screen so others can see the action. And some companies, like Edstutia, have a downloadable version that users control from their computers.?

Let’s not forget that some activities are best done asynchronously.? Perhaps as part of the onboarding process you’d like new employees to tour your headquarters for acculturation purposes. Employees can go in on their own time and tour via 360 degree video and/or complete any other module at their convenience from any location in the world - no facilitator necessary.??

Speaking of new employees, a VR setting is an excellent way to allow new employees to network and get to know one another. They can mingle in a rooftop bar overlooking a city skyline, or sit around a campfire roasting marshmallows. Try doing that on Zoom!?

VR provides a real sense of presence. People converse “face-to-face” and bond in the same way they do in real life. Rather than anti-social, VR enhances socialization.?


4 Myths About VR: Wrap-Up

Virtual reality is changing the way people connect. It’s improving lives in medicine, changing the way we navigate and communicate, and transforming how people learn and organizations develop teams. It is improving lives every day through medical innovations. It is transforming the way organizations learn.?

Edstutia’s Instructor Certification in XR course helps L&D professionals, instructional designers, trainers, and more, learn about XR technologies and how to leverage them to deliver impactful training. Contact Edstutia today to learn more about ICXR and sign up for our next cohort.

Christine Janssen, PhD

Founder and CEO of Edstutia | Pioneering the world of immersive learning | Discover how you can gain a competitive advantage by integrating XR into your training/education programs. Attend our next webinar to learn more!

1 年

I couldn't have said it better. Props Michele. We need to get this in the hands of so many people to help them understand the magic, value, and possibilities of learning with VR. ??

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Dr. Helena Pleinert

Physicist, organization builder for high performance teams: synergizing internal & external focus - providing rocket fuel!

1 年

Thank you Edstutia for debunking those myths! Very true

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