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The use of VR for business will go mainstream, with many applications across a wide range of industry sectors, as well as becoming the mainstay of video gaming. Its usage will be for all manner of interactions from entertainment, product design, sales and marketing (from retail to buying a home), as well as leisure pursuits and experiences, to skills and training. In fact, Goldman Sachs has created 9 use cases to support their contention that the VR and AR markets are set for significant growth. Naturally, the field of learning is one of those use cases.

The Educational Value of an Information-Rich Virtual Environment (Bowman et al 1998), from the 3D interaction Group at Virginia Tech, stated that:

“Learning in the environment where it will be applied greatly increases retention rates and engagement.”

 

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