News · August 2026

Immersive change: VR in healthcare workforce training

Hospitals are under constant pressure to build a workforce culture that is psychologically safe and ready for difficult conversations, while training thousands of staff across dispersed sites and shifts.

A ward scenario for practising conversation.

What immersive training changes

Traditional face-to-face training struggles to scale to that pressure, and often struggles to make a difficult conversation feel real enough to change how someone acts on the floor.

VR training is experiential rather than descriptive: instead of reading about a difficult conversation, a learner steps into the scenario, makes their own choices, and sees the consequences play out.

Why that difference matters for clinical workforces

How the experience changes what training can do.

A supervisor wearing a headset gives feedback to a student on placement.
Shorter learning time. The experience is remembered rather than merely read, supporting shorter learning time and better retention.
Two clinical staff face each other in a corridor, one wearing a headset.
Rehearsed safely. Behavioural change can be rehearsed before it is needed for real, rather than attempted for the first time on shift.
A community nurse sits alone in a carpark, a VR training scenario for healthcare.
Scales more equitably. VR scales more equitably across dispersed hospital systems than repeated face-to-face delivery can.
Two nurses wearing headsets face each other, an information panel floating between them.
Builds empathy. Empathy and psychological safety improve when scenarios are designed to repeat over time rather than run once.

Examples from PTR's own work

Two hospital groups, two culture programs, both rebuilt for VR.

A ward scenario for practising feedback conversations.
Mater Education. Mater asked PTR to bring its "Speaking with Good Judgement" culture program into VR. "Through the Looking Glass" placed staff inside familiar Mater environments to practise difficult feedback conversations. 90% of participants reported an increase in their concentration levels, 77% found it more engaging than traditional delivery, and over 96% wanted more VR training.
A patient speaks from his hospital room bed, on screen, an empty bed and monitor behind him.
Mayo Clinic. Mayo took a related approach with "A Day in a Lifetime", which People Tech Revolution co-designed with Mayo nurses around emotionally charged situations involving bias, racism and allyship. It has reached more than 1,100 nurse and social worker leaders across Mayo's campuses.
An adult sits facing a head-and-shoulders clinician conversation partner, framed in soft pale light.

A governance framework for hospitals considering VR

Healthcare is a regulated environment, and VR and AI training brought into it should be governed like any other clinical or workforce system. Based on PTR's own delivery experience, hospitals evaluating VR or AI-based training should work through six considerations before rolling it out.

A clinician sits with a young woman outside, a VR training scenario for healthcare.
Privacy and data protection. VR can record a user's performance, decisions and reflections, which needs the same handling as any other clinical data.
A support worker talks with a young man in a plain room, seen through the headset.
Ethical design. Scenarios that touch on bias, trauma or discrimination should be co-designed with the people affected by them.
Two people review feedback shapes beside a desk, an AI roleplay scenario.
AI transparency. Where a training experience embeds AI, its use, its data handling and its limitations should be disclosed to participants.
A clinician in the headset sits back, giving a client room, holding the silence.
Informed consent. Emotionally charged scenarios need a proper pre-briefing, debrief guidance afterwards, and a genuine opt-out.
An employee sits across a meeting table, seen through the headset.
Psychological safety. Skilled facilitators and a structured post-experience debrief matter as much as the VR content itself.
A nurse wearing a headset takes a handover from a colleague at the ward counter.
Governance and evaluation. Content needs a clear approval process, ongoing review, and accountability for what is actually shown to staff.

Where this is heading

The next phase PTR is building towards.

An adult wearing a headset faces a head-and-shoulders conversation partner.
A character that answers back. A learner steers the scenario instead of watching a fixed one, with feedback shaped to them and a program that develops across repeated sessions.
Three students, one wearing a headset, turn toward each other mid-discussion.
Governance over polish. PTR thinks an explicit governance and ethics framework, more than an engaging build, is what separates lasting healthcare VR programs from one-off pilots.

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Related PTR work

Where this evidence and delivery model live on the current site.

Sources

Mater Education's pilot evaluation and Mayo Clinic research on VR learning, empathy and upstander behaviour.

A community health conversation, one of PTR's healthcare-sector programs.

Mater Immersive Learning Pilot closure report

Mater Education · 2025

Mater's own program evaluation for "Through the Looking Glass".

Healthcare and medical industries page · Read the report (PDF) →

A clinician addresses a patient shown as a floating panel, seen through the headset.

Promoting Nursing Diversity, Equity, and Inclusion Through Virtual Reality Learning

JONA 2024 · DOI 10.1097/NNA.0000000000001503

The VR module People Tech Revolution built was offered to 1,149 eligible Mayo Clinic nurse and social worker leaders.

Research and evidence page · Read the paper (DOI) →

Feedback cards sorted on a table after a review round.

A virtual reality intervention to increase interracial empathy and upstander behaviors in nursing leaders

Social Science & Medicine 2025 · DOI 10.1016/j.socscimed.2024.117648

A controlled trial finding significant empathy and upstander gains, most still present 6 to 8 months later.

Research and evidence page · Read the paper (DOI) →

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The PRACTICE lane on PTR Labs Demos: three of its roleplay characters shown one after another in cinematic office settings, a golden-hour boardroom, a customer lounge and a dusk meeting room
PRACTICE
The PLAY lane on PTR Labs Demos: a slow moving view through three environments from the 360 Immersive Experience, a museum hall, a hospital room and a modern waterfront, animated from the experience's real 360 scenes
PLAY
The CREATE lane on PTR Labs Demos: a chibi character modelled on PTR's co-founder runs toward the camera through Scope Creep Sprint's world, leaping an office chair and a jammed printer
CREATE
The CONNECT lane: a six-person video call grid bringing a distributed organisation together, among them a woman using a wheelchair and a man dialling in from a greenhouse
CONNECT
The CONSULT lane: Simon leads an adaptive AI consultation, talking a client through a tailored recommendation shown on a tablet between them
CONSULT
The COLLABORATE lane: Leonie leads a co-design workshop at a whiteboard, mapping ideas with sticky notes while the group gathers around her
COLLABORATE
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WHAT CLIENTS SAY
Keia Hobbs, MD
PTR demonstrated a profound understanding of the intricacies of human behaviour, crucial in crafting meaningful and impactful experiences. I wholeheartedly endorse PTR and their commitment to creating impactful experiences.
Keia Hobbs, MD
Assistant Dean of Graduate Medical Education, University of Illinois Chicago
Martine McCash
Over the past six months, XRHealth Australia has worked closely with People Tech Revolution to co-design innovative immersive applications... supporting workplace mental health and recovery in the transport industry. Simon and his team have been exceptional collaborators: creative, responsive and genuinely committed to human-centred design. Their ability to understand clinical and operational needs and translate complex ideas into safe, realistic VR environments has made the partnership both productive and enjoyable. Together, we are developing practical, evidence-informed tools that build confidence, resilience and coping strategies through structured, real-world scenarios. I highly recommend People Tech Revolution as a trusted technology partner.
Martine McCash
Vice President - Services, XRHealth Australia
Sally Wagnon
From the initial concept discussions to the final execution, PTR demonstrated a commitment to guiding us through what was completely new territory. Their approach was structured and transparent and they always let us know what was achievable given the timeframe and budget.
Sally Wagnon
Senior Campaign Manager, 89 Degrees East
Nic Barry
I don't think role plays will ever cut it again in this space. Participants are able to empathise and discuss the experiences... with detail that just wouldn't be possible without actually experiencing it themselves.
Nic Barry
Digital Learning & Organisational Capability, Domain Group
Rhonda Brighton-Hall
They jump back, step away, they gasp, they try to find their voice, they ask to be included and when dismissed, they physically shrink. And when they can't do any of those things, the learning sticks and the real conversations begin.
Rhonda Brighton-Hall
CEO, MWAH - Making Work Human Again
Sean Hunter
Working with the PTR team has been great and I look forward to continuing the relationship and developing more VR training.
Sean Hunter
Director of Systems Transformation, Mater and Mater Education
Christine Mudavanhu
We work together with People Tech Revolution to codesign experiences and we are both committed to creating psychologically safe environments and workspaces.
Christine Mudavanhu
Founder and Principal Consultant, Utano Global
SWGJ Program Lead
VR will be a game changer, helping us create ongoing opportunities for deliberate and safe practice following the live workshop experience.
SWGJ Program Lead
Speaking with Good Judgement Program Lead, Mater Education
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Simon Lowe in conversation, hands raised mid-sentence in an armchair
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