XR

Immersive training and role-play, with a facilitated debrief

Your staff rehearse the conversation in the headset, then take it off and talk it through with a facilitator.

The moment

A supervisor, half turned, and a crew member who says he is fine

A shift supervisor at a muster point has a crew member who is quieter than usual, a truck waiting, and a form that says fit for work. If she asks and he shrugs, the shift starts. If she asks the second question, the one nobody has taught her, she finds out what the form did not say. She has never practised the second question.

A supervisor wearing a headset sits half turned toward a simulated crew member in a high-visibility shirt, in a site office with a window onto the mine pit beyond.
Your supervisors practise the second question with a crew member who reacts to how it is asked.
A supervisor wearing a headset faces one crew member under a depot awning, the rest of the crew in hi-vis gathered behind them.
Your supervisors stand apart from the muster group and have the conversation before the shift starts.
A supervisor wearing a headset sits beside a simulated driver in a depot crib room, the driver quiet and holding a mug, practising a return-to-work conversation.
Your leaders sit down beside someone after an incident and learn to leave them room.

Practice, then debrief

PTR pairs the headset with a facilitator

Each VR scenario is paired with a live, human-led debrief. Google’s CHI 2024 team chose a live, facilitated group debrief after each scenario instead of an in-app discussion. Mayo Clinic combined VR immersion with small-group debriefing led by trained facilitators across 28 two-hour sessions over 4 months. PTR follows the same pattern: a safe environment, real pressure, the learner’s own choice, then reflect and repeat.

A crew member wearing the headset faces a translucent panel of choice buttons in a mine site crib room, lockers and desks blurred behind him.
Your crew make the choice in the crib room, then talk it through with a facilitator afterwards.
93%

Of Mater Education staff said they enjoyed the VR feedback-conversation simulation, in the program's own evaluation.

82%

Of QA testers rated the facilitated post-VR group discussion useful or very useful, in Google's peer-reviewed CHI 2024 case study (9 of 11 respondents).

6 to 8 months

How long Mayo Clinic's VR-plus-debrief empathy and upstander-behaviour gains stayed statistically significant, in a peer-reviewed controlled trial.

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Away from a desk

The same shape, away from a desk

The practice runs where the work happens: a site office, a muster point, a depot crib room, an aged-care office, a freight yard. The scenarios for justice, transport and aged care are on their own pages; three of them are below.

A seated worker faces two colleagues spaced apart in an open office, seen through the headset.
Your seated worker faces two colleagues in the office stand-up and practises speaking up.
A facilitator faces two young men spaced apart. A first person VR training scenario for justice and community services, seen through the headset.
Your facilitators face two young men in the program room and practise holding the line.
Three colleagues stand apart across a freight yard. A first person VR training scenario for transport and logistics, seen through the headset.
Your freight crews stand apart across the yard and practise the conversation before the shift.

Featured work

Mater Education, and two titles from the library

Mater Education used this pattern to help healthcare staff practise communication under pressure in a branched VR simulation of real hospital environments, delivered face to face to more than 60 staff across Mater’s Brisbane and regional campuses. The same shape runs through the library: practice, then a conversation about what happened, rather than a score or a scripted ending.

The mechanism

The debrief is the mechanism, not the headset

Fanning and Gaba identify debriefing as one of the most important elements in turning simulation into learning; it depends on a trained facilitator who runs a structured conversation afterwards. Google’s CHI 2024 authors warn that novelty can contribute to a positive response, and name headset discomfort for glasses wearers and the cost of scaling headsets and facilitators. Budget for the facilitator alongside the headset: the research and evidence page collects the published work.

A PTR facilitator stands beside a person wearing a headset as they raise their hands.
Your facilitator is the point: the person beside the headset turns the scenario into learning.
A facilitator and a colleague rehearse a feedback conversation.
Your facilitator and a colleague rehearse the feedback conversation before the group does.
Two colleagues wait for a briefing in a meeting room, seen through the headset.
Your group is briefed in the room before anyone puts on a headset.
"It's not just about seeing a different perspective - it's about feeling it. That's where real change begins."
Simon Lowe, CEO, People Tech Revolution
Quoted in Forbes, June 2025

Inside the headset

Practice, from inside the headset

The customer across a plain counter, the colleague across a bare table, the interviewer in a spare room: each one is in front of you, waiting for a reply, and answers what you say rather than what you meant to say.

A customer stands across a plain service counter. A first person VR training scenario for immersive training and roleplay, seen through the headset.
Your counter staff face the customer across the counter and practise the reply.
A colleague faces you across a bare table with a floating panel of replies in front of him, seen through the headset.
Your managers face the colleague across a bare table and practise the feedback.
An interviewer faces you across a spare room, seen through the headset.
Your candidates and your panels rehearse the interview from either side of the table.

In the room

Headset rehearsal in the room

Around the person in the headset there is a room: a kitchen bench, a clinic corridor, a library. The facilitator watches from there, sees the hesitation the headset cannot, and brings it to the debrief.

A woman wearing a headset pinches her fingers above a kitchen bench, herbs on the windowsill behind her.
Your kitchen staff rehearse above the bench they will work at.
A headset-wearing clinician gestures in a teal corridor. A first person VR training scenario for immersive training and roleplay, seen through the headset.
Your clinicians rehearse in the corridor, with a facilitator watching the hesitation.
A rehearsal in a library, a panel at hand.
Your staff who use a wheelchair rehearse from where they will be, not from a standing script.

Co-designed

Scenarios shaped with the people who will run them

A builder measures an unfinished room. A museum guide directs attention to a sculpture. A worker reaches for fire bay equipment. Each scenario was co-designed with the people who run it, in the room they run it in.

A builder rehearses measuring the space inside an unfinished room.
Your builders rehearse the site conversation in the unfinished room.
A museum guide practises directing attention towards a gallery sculpture.
Your guides practise directing a group’s attention before the group arrives.
A worker rehearses reaching for equipment in the fire bay.
Your crews rehearse the fire bay drill with the equipment where it lives.

Want a rehearsal like this for your own team?

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Related PTR work and further reading

The VR practice this pattern sits inside, the library it draws on, and the evidence behind it.

Sources and further reading

See the pattern running as real builds at PTR Labs demos, or read What is Virtual Reality? for the technology itself.

Two artists check facial markers with a headset. A VR training scenario for immersive training and roleplay.

Leveraging Virtual Reality to Enhance Diversity and Inclusion Training at Google

Bursztein, Brown, Sanderson and Kelley · ACM CHI EA ’24 · 2024

The facilitated-debrief case study behind PTR’s own pattern above.

Two animators arrange tokens beside a character mesh. A VR training scenario for immersive training and roleplay.

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

Phelan et al · Social Science and Medicine · 2025

The controlled trial behind the 6 to 8 months figure above.

A character raises an open hand toward you. A first person VR training scenario for immersive training and roleplay, seen through the headset.

The Role of Debriefing in Simulation-Based Learning

Fanning and Gaba · Simulation in Healthcare · 2007

The review behind the debrief-as-mechanism claim above.

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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
Didymo

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