VRAI Learning 4 min min read

Virtual reality training in the company: how VR transforms the rise of skills

In-company virtual reality (VR) training involves immersing employees in immersive environments to train them in close-to-real situations, without risk and at a lower cost.

In addition to face-to-face and e-learning, VR allows organizations to standardize their training, accelerate skills development, and sustainably increase team engagement. The learner is no longer a spectator: he becomes an actor in his learning.

Why virtual reality training is an asset for businesses

The main benefits

  • VR training brings concrete benefits for organizations:

  • Reduction of risks related to security, costly errors or field incidents

  • Decrease in logistical costs (travel, immobilization of equipment, mobilization of trainers)

  • Standardization of training quality across all sites and countries

  • Acceleration of skill growth through faster learning and better retention

  • Strengthening engagement and employer attractiveness through innovative and experiential formats

  • According to PwC, learners trained in VR are more confident in their skills and better transpose their achievements on the field.

  • Training in virtual reality in the workplace: for which use cases?

VR training is particularly relevant when it is difficult, risky or costly to train in real-world conditions.

Most common use cases

  • On-site industrial safety Procedures, evacuation, risk interventions, hazard awareness.

  • Maintenance and technical gestureApprentissage of complex procedures on sensitive machines or equipment.

  • Customer relationship and soft skillsGestion of conflicts, reception, relational posture, commercial situations.

  • Onboarding new employees Discovery of complex environments: factories, warehouses, point of sale networks, extended sites.

In these contexts, VR allows realistic, repeatable and measurable situations to be experienced.

In which cases is VR training not relevant?

It’s a key point, often underestimated, VR training is not suitable when:

  • the objective is only informational,

  • a simple support (video, PDF, e-learning) is enough,

  • there is no scenario to work on,

  • the VR is used only for its "wow" effect!

In these cases, VR training can quickly become:

  • expensive,

  • little effective,

  • even counterproductive for learners.

πŸ‘‰ The right question is never "can you do VR?"πŸ‘‰ But "is this the right format for this specific goal?"

The role of avatars in VR training (and outside)

AI avatars play a key role in immersive training devices, but their value depends entirely on their use and pedagogical integration.

  • Avatars integrated into a VR experience

  • In a VR environment, an avatar can:

  • guide the learner,

  • explain instructions,

  • play a role (client, manager, colleague),

  • react to the user’s choices and decisions.

For example, an avatar can embody a difficult client in a customer relationship training, or a pedagogical tutor who accompanies the learner throughout the journey.

Avatars used outside the VR

Avatars are not reserved for VR. They can also be deployed:

  • on desktop,

  • on mobile,

  • on interactive terminals.

In this case, they are used to:

  • orientate,

  • inform,

  • accompany a journey,

  • reinforce an existing training device.

πŸ‘‰ An avatar can prepare the learner before a VR experience, or extend learning afterwards, without a headset.

Example of combined use VR + avatars

In a project carried out for a large retail actor, a virtual welcome avatar was used to accompany the employees as soon as they arrived.

Connected to internal systems (HRIS, schedule), the avatar adapted its speech according to the user’s profile: role, context, availability.

The VR was then used for specific business scenarios. Result: a coherent, progressive and personalized training path.

Measuring the impact of VR training: a key issue

Effective immersive training must be measurable.

Indicators tracked may include:

  • engagement rate,

  • past time,

  • choices made,

  • frequent mistakes,

  • progression,

  • felt the learners.

This data allows for continuous improvement of the paths and demonstrates the real value of VR training on operational performance.

VR training is a means, not an end

Virtual reality training opens major prospects for professional training. But it only has value if it is aligned with a clear educational objective, integrated into a coherent path and completed by the right formats (AI avatars, desktop, mobile).

Creating an immersive experience is one thing. Creating a useful, engaging and measurable experience is another.

It is precisely at the intersection between pedagogy, user experience and immersive technologies that the future of training lies.

We support companies that wish to move from a training catalog approach to a field-oriented, immersive experience approach.

We help the Training, HR and Careers departments to:

identify high-impact use cases for in-company VR training,

design scenarios aligned with educational and business objectives,

produce immersive modules (VR / MR / AI avatars) adapted to your operational constraints,

deploy the VR training on a large scale and measure its impact.

πŸ‘‰ Are you thinking about launching a virtual reality training project in your company? Contact us to identify your use cases and build a VR driver with high added value!

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