VR headsets offer specific advantages in the corporate sector, particularly in scenarios where participants need to visualize objects in three dimensions. Architects examining building models or engineers working on product designs can benefit from enhanced collaboration and information sharing compared to traditional video conferencing methods.
According to analyst Tuong Nguyen from Gartner, VR headsets show the most promise in business applications, especially in high-stakes situations. For instance, new employees can familiarize themselves with a factory environment through VR simulations before engaging in real-world tasks, reducing potential risks. Additionally, executives can use VR to gain a more immersive understanding of new products, enhancing their decision-making processes.
Nguyen anticipates significant growth in the utilization of VR headsets for these purposes over the next few years, highlighting their potential as visualization tools for tasks involving 3D elements.
17%
Percentage of organizations leveraging augmented reality or virtual reality technology for business operations
Source: Metrigy, “Employee Engagement Optimization: 2025,” November 2024
How VR Headsets Can Enhance Meetings
A study conducted in November 2024 by the research firm Metrigy revealed that 17% of surveyed organizations were actively using VR or AR hardware and software, with an additional 16.5% planning to adopt these technologies by the end of 2025.
While acknowledging the increasing adoption of VR in various sectors, Nguyen draws a comparison between VR devices and stationary exercise bikes, emphasizing that the frequency of usage varies among individuals.
In addition to training purposes, VR headsets prove to be particularly beneficial in meetings involving professionals utilizing computer-aided design software, facilitating the visualization of complex 3D structures.
Challenges in Using VR for Collaboration
Despite the potential advantages of VR headsets in meetings and knowledge sharing, organizations must consider several factors before integrating this technology.
Cost remains a significant consideration, with VR headset prices ranging from several hundred dollars to over $1,000 per device. Consequently, these devices are typically reserved for specific work scenarios.
User experience concerns also arise, as some individuals may experience cybersickness while using VR, leading to symptoms akin to motion sickness. Nguyen raises questions about the trade-offs individuals are willing to make given the potential consequences.
Moreover, the introduction of VR passthrough features, allowing users to view the real world alongside virtual environments, may pose safety challenges in office settings. Nguyen highlights the reluctance of enterprises to allow employees to wear blindfolds for extended periods.
Despite these challenges, Nguyen remains optimistic about the future of VR technology, emphasizing its positive trajectory and momentum from a modest starting point.