How Walmart Is Shaping the Future of Virtual Reality

To understand the future of virtual reality (VR), take a close look at Walmart. On September 20, Walmart announced it will ship 17,000 Oculus Go VR headsets to all its North American stores to give more than 1 million employees access to virtual reality training.

The news marks an expansion of a training program in which Walmart has used VR headsets at its U.S. Academies to help new employees learn what it’s like to work in a Walmart store, including how to handle surging Black Friday crowds. Walmart has worked with training company STRIVR to develop the curriculum using STRIVR’s VR training platform and will continue to do so.

Andy Trainor, Walmart’s senior director of Walmart U.S. Academies, said, “The great thing about VR is its ability to make learning experiential. When you watch a module through the headset, your brain feels like you actually experienced a situation. We’ve also seen that VR training boosts confidence and retention while improving test scores 10 to 15 percent – even those associates who simply watched others experience the training saw the same retention boosts.”

Walmart’s use of VR meets four essential requirements for VR to take hold, namely:

1) An Addressable Market

Corporate training is a priority. According to separate research from Deloitte and Gallup, 84 percent of executives and 87 percent of millennials believe that learning and development is important. In 2017, corporations spent an estimated $360 billion on employee training around the world. On average, companies spent $1,075 per learner in 2017, with manufacturers spending $1,217 per learner, followed by services organizations ($1,157), according to the 2017 Training Industry Report. Employees received 47.6 hours of training per year, nearly 4 hours more than in 2016. It behooves corporations to maximize the efficiency of that spend.

2) A Compelling Reason to Use VR

Corporate training also leaves a lot to be desired. According to the Deloitte 2016 Global Human Capital Trends Report, only 37 percent of executives believe learning and development is effective; and 40 percent of employees believe they are not trained to do Continue reading

How Virtual Reality Transforms Training and Improves Performance

Minnesota Vikings Quarterback Case Keenum will always be known as the guy who passed the football to Wide Receiver Stefon Diggs to pull off the stunning Minnesota Miracle last-second victory over the New Orleans Saints in the NFL playoffs on January 14. Case Keenum also symbolizes the future of virtual reality (VR) as a training tool to improve performance.

During the 2017-18 NFL season, Keenum stepped up his game dramatically en route to leading the Vikings to a 13-3 record. As reported in ESPN, he used a VR tool developed by training company STRIVR to improve. The Vikings are among six NFL teams that use VR to help players sharpen their mental abilities as they react to the many moving parts that affect the outcome of a single play. Keenum has practiced thousands of plays with VR throughout the course of the season – just as professionals in other industries, including doctors, van drivers, and retailers, use VR to train themselves.

Helping Quarterbacks Escape Blitzes

Although VR has been around for years, the technology has yet to catch on among consumers. The cost of the equipment required, lack of available content, and clunky user interface remain impediments. But the enterprise sector is a different story. VR, which immerses the user in a different world through the use of special headsets, is an ideal tool to train people for complex, high-risk situations that leave little margin for error.

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