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A meta-analysis of virtual reality training programs

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Highlights

  • We perform a meta-analysis of controlled experimental studies that assesses VR programs for education and training.

  • VR programs produce better outcomes than tested alternatives.

  • Few moderating effects were significant, including the display hardware, input hardware, and inclusion of game elements.

  • The task-technology fit of the VR training program, however, was a very strong moderator.

Abstract

Virtual reality (VR) is the three-dimensional digital representation of a real or imagined space with interactive capabilities. The application of VR for organizational training purposes has been surrounded by much fanfare; however, mixed results have been provided for the effectiveness of VR training programs, and the attributes of effective VR training programs are still unknown. To address these issues, we perform a meta-analysis of controlled experimental studies that tests the effectiveness of VR training programs. We obtain an estimate of the overall effectiveness of VR training programs, and we identify features of VR training programs that systematically produce improved results. Our meta-analytic findings support that VR training programs produce better outcomes than tested alternatives. The results also show that few moderating effects were significant. The applied display hardware, input hardware, and inclusion of game attributes had non-significant moderating effects; however, task-technology fit and aspects of the research design did influence results. We suggest that task-technology fit theory is an essential paradigm for understanding VR training programs, and no set of VR technologies is “best” across all contexts. Future research should continue studying all types of VR training programs, and authors should more strongly integrate research and theory on employee training and development.

Section snippets

Theoretical background and hypothesis development

VR is defined as the three-dimensional digital representation of a real or imagined space with interactive capabilities (Cruz-Neira et al., 1993; Steuer, 1992; Zyda, 2005). Several notes should be made about this definition. First, users navigate their three-dimensional digital environments using digital representations called avatars. Users may view their avatar from a third-person perspective, or they may be completely unaware of their avatar's appearance by taking a first-person perspective (

Method

We proposed that VR training programs are more effective than alternative training approaches, and we identified many possible moderating characteristics. To best test these proposals, we conduct a meta-analysis of controlled experimental investigations on VR training programs to determine if these training programs produce greater effects, overall, than alternative training programs. We code and analyze attributes of the sources to determine whether specific characteristics alter observed

Publication bias and outlier analyses

Table 1 includes indices of publication bias. The overall fail-safe k was 21,604, and all but two fail-safe k were larger than 300 when restricted to specific significant study/source characteristics. According to prior guidelines (Orwin, 1983; Rothstein et al., 2005), these fail-safe k values are sufficiently large and the meta-analytic effects can be considered robust.

Egger's test, trim-and-fill method, and weight-function analyses signified publication biases in the overall and many subgroup

Discussion

Our results supported that VR training programs perform better than relative comparisons, producing results that are, on average, half a standard deviation better. Our results also showed, however, that only some tested effects significantly influenced the observed results. Display hardware, input hardware, and game attributes did not significantly influence results. The trained outcome did not significantly influence results, whether differentiated by type or complexity. Likewise, the

Conclusion

We supported that VR training programs are, on average, more effective than alternative training programs, but very few boundary conditions significantly influenced these results. We suggest that these repeated null results provide strong support for the overall effectiveness of VR training programs, and they also indicate that no one type of VR training program is superior. Instead, any attribute of VR training programs could be beneficial in the appropriate circumstance. We call for many

Credit author statement

All authors agree to their inclusion and order of the authorship as listed on the title page. All authors were involved in the writing and/or revisions of the current work, which merits their authorship. The first two authors were involved with the methodology and statistical analyses.

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