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The high costs and slow take-up of virtual reality for employee training

Many companies are still trying to figure out how VR can contribute to learning and development

Back in the 1950s, cinematographer Morton Heilig developed the Sensorama. Roughly the size of two washing machines stacked on top of each other, this early example of virtual reality (VR) technology offered users a simulated motorcycle ride through New York City, including the smell of petrol fumes and pizza. Six decades later, similarly immersive experiences — albeit without the odours — can be delivered by a portable headset that can almost fit in a shoe box. 

Such convenient access to simulations where workers can experiment and familiarise themselves with different scenarios in a controlled environment seems ideal for employee training and development. Uptake, however, is patchy.

In some industries VR is already common — flight simulators to train airline pilots are an obvious example. It is also used in sectors where workers need to learn how to operate in hazardous environments, such as the oil and gas industry. But many companies and organisations are still trying to figure out how best to use VR for training.

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