TY - JOUR
T1 - A meta-analysis of virtual reality training programs
AU - Howard, Matt C.
AU - Gutworth, Melissa B.
AU - Jacobs, Rick R.
N1 - Publisher Copyright:
© 2021 Elsevier Ltd
PY - 2021/8
Y1 - 2021/8
N2 - 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.
AB - 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.
KW - Computer-based training
KW - Head mounted display
KW - Learning
KW - Meta-analysis
KW - Training and development
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85103926304&partnerID=8YFLogxK
U2 - 10.1016/j.chb.2021.106808
DO - 10.1016/j.chb.2021.106808
M3 - Article
AN - SCOPUS:85103926304
SN - 0747-5632
VL - 121
JO - Computers in Human Behavior
JF - Computers in Human Behavior
M1 - 106808
ER -