Review Gold Open Access 2025

An Overview of Commercial Virtual Reality Providers in Education: Mapping the Current Market Landscape

Applied Sciences (Switzerland)
Journal · Vol. 15 · Issue 7 · Art. 3906
Abstract

In recent years, virtual reality (VR) has emerged as a pivotal technology in the field of education, offering immersive and interactive experiences that have the potential to significantly enhance teaching and learning processes. However, for educational designers, teachers, and lecturers who lack advanced information technology skills, identifying and evaluating suitable VR applications can be a complex and labour-intensive endeavour. This article provides a non-technical, action-oriented overview of commercially available VR solutions designed for social skills training in education. To identify relevant providers, we conducted a four-phase snowball search from April to October 2024, combining academic literature reviews, expert interviews, web searches, and demo testing. This process led to the identification of ten VR providers suitable for social and communication skills development. The selected applications were analyzed across ten key criteria, including communication style, avatar design and customization, technological requirements, language support, and the availability of content libraries and authoring tools. The results reveal significant variation among providers in terms of pedagogical flexibility, technical accessibility, and degrees of user customization. By mapping these differences, the article offers a practical starting point for educational stakeholders seeking VR solutions that align with their instructional goals. Rather than offering an exhaustive review, the study presents a structured orientation to facilitate informed decision-making in selecting and implementing VR tools for social skills training. © 2025 by the authors.

Keywords

Author Keywords

Artificial intelligence education Virtual reality Social skills VR software

Index Keywords

Teaching Teachers' Personnel training Decision making 'current Teaching and learning Virtual reality Immersive Mapping Virtual environments Social Skills Economic and social effects Learning process Teaching process Advanced informations Social skills training Virtual reality software
Author Affiliations
Chair of Educational Technology and Instructional Design, Universität Duisburg-Essen, Duisburg, Nordrhein-Westfalen, Germany
Funding & Acknowledgements
Grant: FR-124/2023
This research was funded by Stiftung Innovation in der Hochschullehre (project name: VR-Hybrid, grant number: FR-124/2023).
References 10 References
1 Hamilton, D., Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design, Journal of Computers in Education, 8, 1, pp. 1-32, (2021)
2 Themes in Science and Technology Education, (2017)
3 Kim, Yong-min, A Systematic Review of a Virtual Reality System from the Perspective of User Experience, International Journal of Human-Computer Interaction, 36, 10, pp. 893-910, (2020)
4 Shadiev, Rustam, Facilitating cognitive development and addressing stereotypes with a cross-cultural learning activity supported by interactive 360-degree video technology, British Journal of Educational Technology, 55, 6, pp. 2668-2696, (2024)
5 Shadiev, Rustam, The Use of Digital Technology for Sustainable Teaching and Learning, Sustainability (Switzerland), 16, 13, (2024)
6 Howard, Matt C., A meta-analysis of virtual reality training programs for social skill development, Computers and Education, 144, (2020)
7 Proceedings of the Virtual and Augmented Reality to Enhance Learning and Teaching in Higher Education Conference 2018, (2018)
8 Dubiel, Agnieszka, Virtual reality for the training of soft skills for professional education: trends and opportunities, Interactive Learning Environments, 33, 5, pp. 3261-3281, (2025)
9 Makransky, Guido, The Cognitive Affective Model of Immersive Learning (CAMIL): a Theoretical Research-Based Model of Learning in Immersive Virtual Reality, Educational Psychology Review, 33, 3, pp. 937-958, (2021)
10 Mulders, Miriam, Virtual Reality in Vocational Training: A Study Demonstrating the Potential of a VR-based Vehicle Painting Simulator for Skills Acquisition in Apprenticeship Training, Technology, Knowledge and Learning, 29, 2, pp. 697-712, (2024)
Quick Actions
Full Text via DOI
Citation Metrics
0
Times Cited (Scopus)

References 10
Document Identifiers