XR

The PTR VR Library

The PTR VR Library is PTR's catalogue of ready-to-run VR titles, built around three verticals: Equal Reality VR, Mindshift VR and Lift VR. Experiences generally last between 4 and 10 minutes each.

Key takeaway

The PTR VR Library is a catalogue of ready-to-run VR titles across three verticals, Equal Reality VR, Mindshift VR and Lift VR, each 4 to 10 minutes long and designed to run inside a facilitated workshop rather than as a stand-alone activity.

Six in-headset captures across the PTR VR Library: a coaching conversation on couches, a boardroom meeting, a break-room encounter by a water cooler, a close-up avatar reaction shot, two avatars in a lift, and a gym reception scene
In-headset captures from across the Library's titles, taken inside a Meta Quest headset.

Equal Reality VR

Equal Reality VR is a suite of longer immersive experiences that explore discrimination, gender inequity and allyship, and tackle bias, microaggressions and intersectionality. Originally created with Equal Reality and now a stand-alone PTR product vertical, the suite includes three apps.

  • Everyday Inclusion ("Most inclusion training tells you what bias looks like. Everyday Inclusion lets you feel it.") A three-part VR experience exploring unconscious bias, inclusion, microaggressions and intersectionality, co-designed with Cornell University and diversity and inclusion expert Angela Winfield. Also available in French and German. See the Everyday Inclusion case study.
  • Finding Common Ground ("A two part experience about discrimination in a customer facing workplace, and what a team is expected to do about it.") Designed in collaboration with a major Australian bank, based on a real-life incident of discrimination.
  • Speak to Me Normally ("Speak To Me Normally puts you inside the experience of social anxiety at work.") A first-person perspective on social anxiety, designed from lived experience.

Mindshift VR

Mindshift VR offers interactive VR experiences set in virtual workplaces, covering microaggressions, unconscious bias, inclusive hiring and team inclusivity, designed to slot straight into workshops and other training. Current titles include:

Lift VR

Lift VR builds leaders' ability to respond to sensitive situations in their own voice, designed in collaboration with diversity partner Kinspace. The user is placed in a lift with someone who needs something difficult from them, and practises courageous, psychologically safe decision-making ("You step into a lift. So does someone who needs something difficult from you.").

Where the Library gets used

The same titles keep getting booked back for facilitated workshops rather than run as a one-off novelty. Two recent examples used the Equal Reality VR vertical's Everyday Inclusion module as the centrepiece of a longer, facilitated program:

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Participants across a two-day pilot combining Everyday Inclusion and Mind Shift VR modules with facilitated discussion, Etihad Airways, 2024.

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Targeted VR workshops Metro Trains ran with the Everyday Inclusion module, split by audience, to explore gender-equity barriers in operational roles.

Two men in an office; one wears a VR headset and holds controllers while the other guides him, with a 'Revolutionise Training with Virtual Reality' poster on the wall behind them.
Etihad Airways

Etihad Airways ran a two-day immersive VR pilot combining Everyday Inclusion and Mind Shift VR modules from the Library with Yarning Circle discussions and DEIB carousel sessions, delivered in collaboration with Utano Global. Full case study

Animated 3D avatar of a woman mid-conversation, wearing a patterned scarf, in a VR training scenario set inside an office.
Metro Trains

Metro Trains used the Library's Everyday Inclusion module for three targeted workshops exploring why operational roles struggled to attract and retain women, delivered in collaboration with Grit Leadership. Full case study

Practical considerations

The Library runs on standalone Meta Quest headsets. Please confirm current device support with PTR directly before a booking, since supported models can change as new hardware ships. In both the Etihad and Metro Trains programs above, the VR modules ran inside a longer facilitated session, paired with group discussion, rather than being handed to participants to use alone, and each session was split by audience so the discussion could focus on that group's own barriers. Sessions generally run 4 to 10 minutes per title, so a workshop booking should budget time for the facilitated conversation around the VR, not just the headset time itself.

Sources and further reading

New to virtual reality itself? Start with What is Virtual Reality?. To see the titles above running as real builds, visit LABS DEMOS.

Related PTR work

PTR's virtual reality work · Etihad Airways case study · Metro Trains case study