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What research shows about the impact of Virtual Reality

Virtual reality is rapidly becoming a major driver of economic growth, influencing industries ranging from healthcare and manufacturing to retail, training, and entertainment. Research consistently shows that VR improves efficiency, reduces operational costs, and enhances decision-making by providing realistic, repeatable simulations that accelerate processes and reduce real-world risks. Companies adopting VR report measurable benefits, from faster product development and safer training environments to increased customer engagement and higher productivity. As investment and adoption continue to rise, studies highlight VR not just as an emerging technology, but as a proven catalyst for economic value, innovation, and long-term industry transformation.

Download the VR research compilation

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VR in Training

Virtual Reality in the Workplace

XR in The Classroom

Why VR learning works: insights from PwC

A closer look at the proven impact of immersive training on speed, confidence, and engagement

research

In a widely cited 2020 study by PwC involving over 1,600 participants divided into three groups: VR, classroom, and e-learning, results already showed that virtual reality can significantly enhance learning efficiency, engagement, and confidence compared to traditional classroom or e-learning methods. These results demonstrate how VR makes learning more experiential and impactful, allowing students to practice skills in realistic, repeatable environments. PwC’s findings strongly support the growing adoption of VR in education and corporate learning, emphasizing its ability to accelerate understanding, increase engagement, and better prepare learners for practical application, especially in fields that rely on hands-on, scenario-based training.

4
x

faster to train in VR than in-class learners.

275
%

more confident in applying what they learned from VR in real-world situations.

3.75
x

more emotionally connected to the VR content, resulting in stronger knowledge retention.

VR Training: a smart business investment

How Meta Quest Transforms Workplace Learning

The Forrester TEI study commissioned by Meta found that using Meta Quest VR for training delivers strong financial gains and operational efficiency. Unlike in traditional in-person sessions, companies can onboard and train employees faster, reducing many of the logistical costs associated with physical training. The immersive nature of VR also enhances engagement, helping learners retain more knowledge while completing training more efficiently. By scaling training with VR, travel expenses and classroom costs can be cut down significantly. Allowing users to train remotely on-demand saves companies not only money but also valuable employee time. Moreover, VR enables safer and more repeatable simulations for complex or risky tasks, making it a highly effective training method across industries.

219
%

ROI achieved over three years using Meta Quest VR.

24
hours

saved on annual training time per task worker.

50
%

reduction in travel and in-person training costs.

The Impact of VR on Workplace Learning

Insights from Cornerstone’s Immersive Training Study

Virtual reality training is proving to be a powerful tool for workplace learning. According to Cornerstone’s study, VR enables learners to grasp skills much more quickly than in traditional or online formats. The immersive environment captures attention, reduces distractions, and creates a stronger emotional connection to the training content. This deeper engagement translates into better retention and a higher sense of preparedness when applying new skills in real situations. The research also shows that VR training boosts learner confidence and involvement. Participants reported feeling far more capable of putting their training into practice, thanks to the realism and scenario-based nature of the experience. Beyond its pedagogical benefits, VR becomes cost-efficient when deployed at scale, reaching financial parity with classroom and e-learning formats after a certain number of learners have been trained.

4
x

faster training in VR compared with classroom learning + higher focus in VR compared with e-learning.

275
%

more confidence in applying skills after VR.

3.75
x

stronger emotional connection than classroom learners.

Teachers See Big Potential in XR for the Classroom

Survey reveals high engagement, curiosity, and practical adoption challenges

A survey of over 1,400 high school teachers across the U.S. by the XR Association and ISTE reveals strong optimism for XR (extended reality) in education. Most educators believe it sparks student curiosity and raises engagement levels. Teachers also think XR has real academic value: they see it as a tool to deepen understanding and even build career-related skills, especially when it’s aligned with curriculum standards. The report suggests XR could become a regular part of classroom practice. Teachers highlighted the need for effective professional development, appropriate hardware and software, and curriculum integration. They also expressed a desire for more quality XR content that matches academic goals, suggesting that educators are ready to adopt immersive tech if it’s supported correctly.

77
%

of teachers say XR “inspires curiosity and increases student engagement.

82
%

believe XR learning experiences are well-designed and academically valuable.

67
%

hope XR will be used regularly in schools.

VR Chemistry Labs: a new standard in science education

How immersive labs boost engagement, safety, and learning outcomes

A new multi-institution study involving 43 schools and over 176 observed VR sessions shows that virtual chemistry labs are significantly enhancing both teaching and learning experiences. Educators consistently reported high satisfaction and highlighted how VR makes abstract concepts easier to understand, improves student motivation, and enables more interactive, exploratory learning. Beyond engagement, VR labs also solve a long-standing challenge in chemistry education: access to advanced or hazardous experiments. With VR, students can safely run procedures that would be too dangerous or too expensive in a physical classroom, without compromising on realism or scientific accuracy.

VR Learning That Lasts

How Virtual Context Boosts Long-Term Memory

A study published in npj Science of Learning found that learning in distinct virtual reality (VR) environments helps people remember information much more reliably. When participants learned two similar foreign languages, each in its own unique VR setting, they retained 92% of the vocabulary a week later. In contrast, participants who studied both languages in the same VR environment only remembered 76%, showing that context matters a lot for long-term memory. Even more interesting, the researchers used fMRI brain scans to show that when participants tried to recall words, their brains reactivated the same patterns from when they originally learned them, but only if they genuinely felt “present” in their VR surroundings. This suggests that the sense of realistic context in VR, not just the information itself, plays a powerful role in how well we encode and retrieve memories.

92
%

vocabulary retained after one week when learned in distinct VR contexts.

76
%

recall when both languages were learned in the same VR context.

VR is super engaging

Evidence from CampusVR shows higher engagement, better retention, and more interaction

Virtual reality isn’t just a futuristic tool, it’s already changing how people learn. According to CampusVR, over 171 million people were using VR globally as of 2021, and a huge portion of that use is for training, education, and immersive experiences. What’s especially striking is how memorable and engaging VR is: 60% of users say they retain more information when learning in VR than through traditional methods, and 80% say they feel more engaged with VR content than with regular 2D content. Beyond just engagement, VR offers time and attention advantages. On average, people spend 20 minutes per VR session, and they consume three times more content in that time than they would on a typical flat screen. And it’s not just a niche tool, 70% of users say they would recommend VR to others, which speaks volumes about its appeal and impact.

60
%

VR users say they remember more in VR than with traditional learning.

80
%

VR users report higher engagement with VR content.

70
%

VR users would recommend VR to others.

Download the VR research compilation

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Success Stories

What our partners say about their use of VR

a blue background with white text and black letters, CCV uses VR to fight crime
Pro

Meta Quest 3

Pro-ductions, a company that creates 360° videos for the Municipality of Rotterdam, approached VR Expert for advice on selecting the best hardware and software combination for their VR training app. The trainings are used in the Port of Rotterdam, the largest seaport in Europe and a significant entry point for illicit goods (e.g. drugs) due to the busy logistical activities around the port. The main objective is to educate and train students, visitors and port staff on preventing drug smuggling and handling such situations effectively.

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Giant Lazer

Meta Quest 3

Giant Lazer is a company specializing in extended reality (XR) solutions with a focus on education. The organization develops immersive learning experiences that integrate virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies. These solutions aim to create engaging and accessible educational tools by combining physical and digital elements, catering to institutions and organizations worldwide.

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Timescope - Meta quest 3S
Timescope

Meta Quest 3S

Timescope is a French company that has been creating virtual reality (VR) content for more than 10 years. Their goal is to help people understand the history of places, like monuments, old neighborhoods, or museums, by letting them see what those places looked like in the past through VR. 

One area of focus of Timescope is to create VR group experiences for events, museums, and exhibitions. Its latest project is entitled ‘The Origins of Paris’ and was inaugurated in June 2025. This open-air historical journey guides participants along the banks of the Seine, where, at more than 15 key points along the route, they can put on the headsets provided and see the current view of Paris replaced by a 360° virtual reconstruction of the same location as it appeared at a specific moment in the past, covering more than 2,000 years of history. Unlike traditional VR setups conducted indoors, The Origins of Paris blends immersive technology with real-world surroundings. By placing the audience exactly where the historical events took place, the experience offers an innovative and engaging way to explore the city’s past.

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Stichting Pleinmuseum - Meta Quest 3 & BoboVR Accessories
Stichting Pleinmuseum

Meta Quest 3

The Stichting Pleinmuseum is a Dutch non-profit foundation that transforms everyday public spaces into places of art, culture, and interaction. Closely connected with DROPSTUFF MEDIA, the foundation designs and produces interactive installations and exhibitions that can be experienced in city centers, at festivals, in museums, and during cultural events. 

Their work is rooted in telling meaningful stories and bringing them to life through modern technology. This includes using tools like artificial intelligence, motion detection, and both virtual and augmented reality to create installations where the public can actively take part.

Projects are often developed in collaboration with artists, designers, museums, and educational institutions. Whether it’s a large-scale outdoor media installation or an interactive exhibition in a museum, Stichting Pleinmuseum focuses on drawing people in, sparking dialogue, and making culture accessible to as many people as possible.

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cinematic vr
Cinematic VR

Meta Quest 3S

Cinematic VR, an XR production studio based in Poland, is redefining how organizations create and implement immersive training content. Specializing in VR and AR films and applications, the company developed ISSVR (Interactive System for VR Training), a no-code toolset that empowers users to design and distribute interactive VR training scenarios without programming knowledge.

By combining cinematic storytelling with interactive learning design, Cinematic VR enables clients such as Axon, Żabka, Tramwaje Warszawskie / Warsaw Trams, Leroy Merlin, and Stowarzyszenie Sędziów Polskich IUSTITIA / Polish Judges Association “Iustitia” to create realistic, high-quality simulations that enhance engagement and improve learning outcomes.

Recently, Cinematic VR partnered with VR Expert and Kozminski University, one of Europe’s leading business schools, to integrate VR technology into legal education. The collaboration aimed to make training more practical, interactive, and aligned with the digital transformation of the legal profession.

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Frequently asked questions

Ask a Question

Got questions about our partner program? We’re here to help.

Learners trained in VR not only retain knowledge better but also feel more confident applying it. Brain imaging studies suggest VR enhances the connection between context and memory, supporting longer-term learning outcomes.

 VR is versatile. Research shows its effectiveness in corporate training, higher education, and K-12 settings, especially for skills-based, experiential, and interactive learning.

 Yes. Surveys of over 1,400 teachers show that XR and VR spark curiosity, increase engagement, and are academically valuable. Many educators are ready to adopt immersive learning when supported with proper training and content.

 Key considerations include hardware availability, software quality, content alignment with learning objectives, and ensuring instructors are trained to support VR-based programs.

 Yes. Around 80% of VR users report higher engagement with content compared to traditional learning, and 60% say they remember more from VR sessions.

 Absolutely. Organizations using VR report significant reductions in travel, in-person training costs, and training hours.

 VR is particularly effective for scenario-based, practical, or hazardous training, such as chemistry labs, medical procedures, or industrial skills. It is also effective for language learning, conceptual understanding, and soft skills development.

 Yes. VR strengthens emotional connection to content, boosts focus, and enhances memory retention. For example, distinct VR environments can help learners retain over 90% of vocabulary after one week.

 Studies show that learners in VR complete training up to 4 times faster than those in traditional classroom settings.

VR creates immersive, hands-on experiences that engage learners emotionally and cognitively. By practicing skills in realistic, repeatable environments, learners retain information better, gain confidence, and can apply their knowledge more effectively in real-world situations.

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