How VR for Workplace Training Has Become More Accessible Than Ever

The Historical Barriers to VR in Workplace Training
For years, Virtual Reality (VR) was seen as a promising but inaccessible tool for workplace training. Organisations faced multiple challenges that made VR an impractical choice, including:
- High Headset Costs – Early VR headsets were prohibitively expensive, often requiring not just the headset itself but also powerful computers to run them effectively.
- Difficult-to-Use Headsets – Many early devices had complex setups, requiring technical expertise to operate, making them unsuitable for widespread adoption.
- Limited Content Options – Organisations could only get VR training content in two ways: by hiring an agency to custom-build it (costly and time-intensive), or purchasing off-the-shelf content (content which is generic).
How VR Has Transformed in the Last Five Years
The past five years have seen major shifts that have dramatically improved the accessibility of VR for workplace training. Three key changes have driven this transformation:
- Reduction in Hardware Prices – The cost of VR headsets has significantly decreased, with companies like Meta and Pico offering high-quality standalone headsets at a fraction of previous prices.
- Increased Usability – Modern VR headsets are wireless, user-friendly, and designed for seamless integration with tech stacks, making them accessible to non-technical users.
- Rise of Self-Authoring Platforms – Organisations can now create their own VR training content without specialist coding knowledge, similar to how eLearning content is created using common authoring tools.
The Power of Self-Authoring Platforms
Self-authoring platforms have made it possible for organisations to create VR training content rapidly and cost-effectively. These platforms:
- Eliminate the need for coding expertise – No specialist programming skills are required.
- Democratise content creation – Training teams can build VR experiences as easily as they would create an eLearning module and don't need to rely on external agencies for creation.
- Organisation specific content – The shift to self-authoring also allows for the creation of content specific to the organization and its processes, unlike much off-the-shelf content, which is often aimed at generic processes and equipment.
Simplified VR Management & LMS Integration
Managing VR content and integrating learning data with existing Learning Management Systems (LMS) has become straightforward. Out-of-the-box solutions now allow for:
- Easy device management – Headsets can be controlled and updated remotely by IT.
- Seamless LMS integration – Learning data is automatically tracked and synced with standard LMS platforms, ensuring easy reporting and analytics.
The Cost of Adopting VR for Training
With a self-authoring approach, organisations can get started with VR training for as little as $18,000 with Facilitate's Starter Package which includes:
- VR headsets
- Self-authoring software
- Everything needed to create and deploy VR training content internally
This is comparable to the cost of adopting an eLearning content creation platform or commissioning a single piece of custom eLearning content. However, unlike traditional eLearning, VR enables the creation of ongoing, digital experiential training content—which is far more immersive, engaging, and effective.
The Future of VR Training is Here
Thanks to lower costs, easier content creation, and improved hardware, VR has become a viable option for workplace training. With just a modest investment, organisations can develop powerful, immersive learning experiences that far surpass traditional training methods in engagement and effectiveness. The barriers to VR adoption have been removed—now is the time to embrace the future of training.
Have questions or want to learn more about how you can get started with Facilitate? Get in touch with our VR experts today.