AR/VR Onboarding Platforms: Future of Remote Hiring or Expensive Gimmick?
Virtual reality onboarding is either the future of remote hiring or the most overhyped recruiting trend since "culture fit" assessments. Companies like Walmart, Verizon, and Accenture are already using VR to onboard new hires, and the VR training market is projected to hit $6.3 billion by 2027.
But here's what nobody's saying: Most companies experimenting with VR onboarding quietly abandon it after 6-12 months because it's expensive, clunky, and doesn't deliver results that justify the investment.
I talked to TA leaders who've implemented VR onboarding, tested the major platforms, and separated hype from reality. Here's what actually works vs. what's just burning budget on shiny objects.
What VR/AR Onboarding Actually Means
Let's clarify terms because vendors love to muddy the waters:
Virtual Reality (VR): Fully immersive experience using headsets like Meta Quest, HTC Vive, or Pico. New hires put on a headset and enter a 3D virtual environment where they can interact with digital representations of workspaces, colleagues, and training scenarios.
Augmented Reality (AR): Overlaying digital information onto the real world using phones, tablets, or AR glasses. Think Pokemon Go, but for onboarding—pointing your phone at equipment and seeing instructions overlaid on the screen.
Mixed Reality (MR): Blend of VR and AR where digital and physical objects interact. Microsoft's HoloLens is the main player here.
For onboarding, VR is the most common implementation—new hires use headsets to explore virtual office spaces, meet team members as avatars, complete training modules, and simulate job tasks.
The Platforms Actually Being Used
Let's review what companies are actually deploying:
Meta Horizon Workrooms - Meta's enterprise VR collaboration platform. New hires enter virtual meeting rooms where they interact with team members as avatars, explore digital workspaces, and attend training sessions.
What works: The tech is polished. Avatars are expressive, audio is spatial (sounds like people are actually in the room), and the experience feels surprisingly immersive. Good for simulating in-person team meetings for remote hires.
What doesn't: Requires everyone to have Meta Quest headsets ($500+ each). Many users report VR fatigue after 30-45 minutes. And honestly? Most onboarding conversations work fine on Zoom without requiring $500 hardware and motion sickness.
Best use case: Global companies onboarding remote hires who need to feel "present" with distributed teams.
Talespin - VR training platform focused on soft skills and simulations. New hires practice difficult conversations, customer interactions, and leadership scenarios in realistic VR environments.
What works: Skills practice in VR is genuinely effective for roles requiring customer interaction, de-escalation, or conflict management. PWC found VR-trained employees were 4x faster to train and 275% more confident applying skills than classroom learners.
What doesn't: Expensive—starting at $30K/year for small implementations. Content creation is labor-intensive (building custom scenarios takes months). And VR fatigue is real—users can't train for hours like they can with traditional e-learning.
Best use case: Healthcare, customer service, and retail roles where practicing realistic interactions matters.
Strivr - VR training platform used by Walmart, Verizon, and others. Focuses on immersive job simulations—warehouse operations, store management, safety protocols.
What works: Walmart trained 1 million+ employees using Strivr's VR platform and reported higher retention of safety protocols and operational procedures. The immersive nature of VR makes training more memorable than videos or manuals.
What doesn't: Works best for procedural, hands-on roles—not knowledge work. If you're onboarding software engineers or analysts, VR adds complexity without much benefit. Also requires significant upfront investment in content development.
Best use case: Retail, logistics, manufacturing, and healthcare roles with physical tasks to learn.
Cornerstone OnDemand + Meta Partnership - Cornerstone integrated VR training directly into their LMS, allowing companies to deliver VR onboarding modules alongside traditional e-learning.
What works: Seamless integration means employees don't need separate platforms for VR vs. traditional training. Content creators can build VR modules using familiar LMS tools.
What doesn't: Still requires VR headsets for employees. And the VR content library is limited—most companies still need custom development for role-specific onboarding.
Best use case: Enterprise companies already using Cornerstone who want to pilot VR onboarding without overhauling their tech stack.
Microsoft Mesh (HoloLens) - Mixed reality platform for remote collaboration. New hires use HoloLens or mobile devices to see holographic representations of colleagues and interact with 3D models of products, equipment, or workspaces.
What works: Mixed reality (overlaying holograms on the real world) is less isolating than full VR. Users stay grounded in physical reality while accessing digital information. Good for technical onboarding where new hires need to learn about physical equipment or products.
What doesn't: HoloLens costs $3,500 per device—prohibitively expensive for most companies. And the use cases that actually require MR (vs. VR or just video calls) are niche.
Best use case: Manufacturing, engineering, and field service roles where understanding physical equipment matters.
The Uncomfortable Truth About ROI
Here's what vendors won't tell you: Most VR onboarding implementations don't deliver measurable ROI.
The costs are real:
- VR headsets: $500-$3,500 per device
- Platform licenses: $10K-$100K+ per year
- Content development: $50K-$500K for custom scenarios
- Ongoing maintenance and updates
- Training for trainers and IT support
The benefits are fuzzy:
- Claims about "higher engagement" are subjective and hard to measure
- Retention improvements over traditional training are marginal for most roles
- Time savings exist for some procedural training but not for most onboarding content
Only 23% of companies using VR training report strong ROI. The rest say "it's cool" or "employees like it" but can't quantify whether it's actually better than cheaper alternatives.
When VR/AR Onboarding Actually Makes Sense
Stop. Before you buy VR headsets because "the future is immersive," ask yourself: Does my onboarding problem actually require VR?
VR onboarding works for:
High-risk environments: If mistakes during training are dangerous or expensive—healthcare procedures, heavy machinery operation, hazardous materials handling—VR lets new hires practice safely.
Geographically distributed teams: If your new hires are remote and you want them to feel "present" with colleagues across time zones, VR creates shared spaces that Zoom can't replicate.
Procedural, hands-on roles: Warehouse operations, retail management, field service—anything where learning-by-doing beats learning-by-reading.
High-volume onboarding: If you're onboarding thousands of people in similar roles (like Walmart), VR training scales better than in-person instruction.
VR onboarding does NOT work for:
Knowledge work: Software engineers, analysts, marketers, and most office roles don't benefit from VR. Reading documentation, meeting the team, and learning systems works fine via Zoom and screen sharing.
Small companies: If you're hiring 10-20 people per year, the cost of VR infrastructure will never pay off.
Companies with inconsistent onboarding: VR doesn't fix bad onboarding processes—it just makes them immersive and expensive. Get your content, structure, and process right first.
What Most Companies Should Do Instead
For 90% of companies, these alternatives deliver better ROI than VR:
Video-based onboarding: Tools like Loom, BombBomb, or even just well-produced Zoom recordings deliver most of the "see and experience" benefits of VR at 1% of the cost.
Interactive e-learning: Platforms like Articulate 360, Lessonly, or TalentLMS create engaging, interactive onboarding content without requiring headsets.
Digital twins and 3D models: For technical roles, 3D models of equipment or products viewable on regular screens provide visual context without VR complexity.
Structured virtual cohorts: Cohort-based onboarding where new hires progress through training together via Zoom creates community and engagement without VR.
Better async onboarding docs: Notion, Confluence, or Guru for searchable, well-organized onboarding resources that new hires can reference anytime.
The Verdict: Wait or Invest?
Unless you're in one of the narrow use cases where VR genuinely improves outcomes (high-risk training, high-volume procedural roles, distributed teams needing presence), hold off on VR onboarding.
The technology is improving, costs are dropping, and more turnkey solutions are emerging. But in 2025, VR onboarding is still too expensive, too complex, and too niche for most companies to justify.
If you're determined to pilot VR:
- Start small—pilot with one role or department
- Define success metrics upfront (retention, time to productivity, engagement scores)
- Compare results to control groups using traditional onboarding
- Be willing to kill the pilot if ROI doesn't materialize
If you're being pressured by leadership who think VR is "the future":
- Ask them to define what problem VR solves that cheaper tools don't
- Show cost comparisons with video-based or e-learning alternatives
- Pilot VR for one high-value use case and measure results
- Don't let FOMO drive a six-figure investment with no ROI plan
The Bottom Line
The platforms (Meta Workrooms, Talespin, Strivr) are maturing, but the costs, complexity, and narrow applicability mean VR onboarding is still a "nice to have" rather than "must have" for 90% of organizations.
Fix your onboarding process, content, and structure first. Then, if you're in a use case where VR genuinely adds value, pilot carefully and measure obsessively. Otherwise, save your budget for tools that deliver clearer ROI.
The future might be immersive. But for most companies in 2025, the present is still Zoom.
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