Virtual reality (VR)! Why is this such an exciting topic? It’s new and up and coming; and its made some amazing improvements within organizations already. It’s a versatile product, being exposed to social environments such as the Olympic Games, to creating simulated “life like” courses for continuing education.  Dan White, CEO of Filament Games, shared insights on who VR will impact the most, what some of the challenges are in today’s technology, and where it has already made significant improvements in the industry of continuing education.

What types of organizations should care?

Dan White explains that “the organizations that should care about VR are the organizations that are trying to train people to perform some manner of embodied practice”. Examples of organizations that would fit this criterion are professionals that work in hospitals, interacting with patients and performing various medical tasks, and warehouses, where workers need to be aware of safety hazards and performing proper techniques to avoid injury. Instead of trial and error within the field, VR provides a safe place to practice these actions. On the other hand, organizations that focus on tasks that involve very little “embodied practice” such as, accounting or finance, would see little benefit.

Simulated Social Interactions

When asked by Jenny Saucerman, “have you seen the use of VR in simulated social interactions?”, Dan White pointed out that if you want to learn about what different body movements indicate when exploring the topic of body language, that can easily be taught through a computer screen. He emphasizes the importance of justifying your use of VR when using it to prep people for social interactions. Its’ current state, for the most part, evaluates learners’ body language based on hand movements but further development is underway.

“In the not too distant future it (VR) will understand what you’re doing with your feet and legs and you’ll be able to hold virtual objects in your hands. It (VR) will understand what those objects are doing.”

Association Industry Expectations

“In the next couple of years VR isn’t going to have a huge impact. The technology must become more ubiquitous, it must become more affordable and less clunky. In general, the technology must become more understood and easier to use.”

Dan mentioned that once over this hurdle, this growing technology will make a huge difference in the association space. If associations have the correct hardware, they will be able to train members remotely and see a significant return on investment, avoiding using expensive equipment that is currently used for on-site training.

Who would benefit from “Raise the Bar with VR”?

Our upcoming webinar, “Raise the Bar with VR” on March 27th at 11:30 CT, would benefit those who are interested in education and VR as well as those who are considering making an investment in the product. The webinar will cover how VR is changing the education and training landscape and how it can address specific pain points within your association learning environment. The conversation will dive into how organizations can use technology, in general, to save costs and increase efficacy and what changes to expect that are inevitable.

Don’t miss out on an insightful webinar with Dan White from Filament Games. Watch the recorded webinar by clicking the image below or go to