The Impact of Virtual Reality on Employee Training and Learning in Organisations: A Systematic Literature Review
Abstract
1. Introduction
2. Materials and Methods
3. Results
3.1. General Results
3.2. Thematic Groups
3.2.1. Opportunities and Sectoral Applications in the Use of Virtual Reality (Cluster 1)
3.2.2. Challenges of Using Virtual Reality (Cluster 2)
3.2.3. Skills Developed with Virtual Reality (Cluster 3)
3.2.4. The Integration of Virtual Reality with Organisational Strategies (Cluster 4)
3.3. Conceptual Model
3.3.1. The Influence of Virtual Reality on Organisations
3.3.2. Challenges and Opportunities in the Use of Virtual Reality in Organisations
3.3.3. Virtual Reality and Its Connection with Innovation and Development Strategies
3.3.4. VR and Different Sectoral Applications
4. Study Limitations and Suggestions for Future Research
5. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Step | Step Description |
---|---|
Identification | This step involves identifying and retrieving relevant studies from various sources, such as databases, journals, and conferences. In bibliometric studies, it often involves keyword searches, citation tracking, and specific database filters to gather studies that fall within the scope of the review. |
Screening | During screening, duplicate records are removed and a preliminary assessment of each study is made based on the title and abstract to filter out those that do not meet the inclusion criteria. This step refines the data set by discarding studies outside the scope of the research question. |
Eligibility | This step requires a more in-depth assessment of the remaining studies, through full reading, to confirm that they meet all the criteria defined in the review protocol. Studies are assessed for relevance, quality, and alignment with bibliometric objectives. |
Inclusion | In the final stage, eligible studies are included in the systematic review. Data are extracted and analysed using tools such as VOSviewer to analyse trends, co-authorship networks, citation analysis, and other relevant indicators. |
Articles Included in SLR | Theory | Original Author of the Theory | Brief Definition | Relation with VR |
---|---|---|---|---|
[10,28] | Andragogy | [21] | Adult learners benefit from learning that has practical relevance and applicability in their personal or professional lives. | VR enhances the learning process by providing immersive and ecologically valid simulations that closely approximate real-world conditions. |
[29,30,31,32,33,34] | Experiential Learning Theory | [22] | Experiences are what define us as humans, and experiential learning significantly increases learner retention rates. | VR provides an experience that deepens understanding of content, introduces new perspectives, and facilitates visual representations of complex concepts. |
[32,35] | Cognitive Theory of Multimedia Learning | [23] | It focuses on generative learning, in which learners actively make sense of experiences and integrate newly constructed knowledge into mental schemas. | It has been adapted in more immersive environments, where it considers how students process multiple sensory stimuli and knowledge information, such as visual and auditory information, and integrate all knowledge information into a coherent mental model. |
[36] | Cognitive-Affective Model of Immersive Learning (CAMIL) | [25] | Evidence-based framework for creating VR learning experiences | CAMIL identifies two psychological advantages of VR: presence and agency, which are positively influenced by technological factors such as immersion, control factors, and representational fidelity. |
[37,38,39] | Technology Adoption Model (TAM) | [26] | Workers adopt new technologies based on their perceived ease of use and usefulness. | It allows us to explore users’ attitudes towards VR training modules. |
[13] | Sociotechnical Systems Theory | [27] | Proposes that organisational effectiveness depends on the integration between technical systems (technology, processes) and social systems (people, culture, structure) | It allows us to explain and provide one of the most comprehensive approaches to the costs and benefits of the social subsystem of implementing VR as a training tool. |
[16,40] | Cognitive Load Theory | [24] | Learning is more efficient when information is presented in a way that reduces cognitive overload. | VR can minimise this overload by providing interactive experiences that aid in the gradual assimilation of new knowledge. |
Topics Covered | Cluster | Suggestions for Future Research |
---|---|---|
Opportunities and Sectoral Applications in the Use of Virtual | 1 |
|
Challenges in the Use of Virtual Reality | 2 |
|
Skills Developed with Virtual Reality | 3 |
|
Integration of Virtual Reality with Organisational Strategies | 4 |
|
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Carvalho, S.A.; Conceição, E.S.; Marques, I.C.P. The Impact of Virtual Reality on Employee Training and Learning in Organisations: A Systematic Literature Review. Appl. Sci. 2025, 15, 10459. https://doi.org/10.3390/app151910459
Carvalho SA, Conceição ES, Marques ICP. The Impact of Virtual Reality on Employee Training and Learning in Organisations: A Systematic Literature Review. Applied Sciences. 2025; 15(19):10459. https://doi.org/10.3390/app151910459
Chicago/Turabian StyleCarvalho, Sofia Azevedo, Ema Simões Conceição, and Isabel C. P. Marques. 2025. "The Impact of Virtual Reality on Employee Training and Learning in Organisations: A Systematic Literature Review" Applied Sciences 15, no. 19: 10459. https://doi.org/10.3390/app151910459
APA StyleCarvalho, S. A., Conceição, E. S., & Marques, I. C. P. (2025). The Impact of Virtual Reality on Employee Training and Learning in Organisations: A Systematic Literature Review. Applied Sciences, 15(19), 10459. https://doi.org/10.3390/app151910459