Brilliant but Bounded: The Limitations and Future Insights of
Virtual Reality Applications in Education, Healthcare, and
Workplace
Zhizhan Wang
a
Tisch School of the Arts, Interactive Media Arts, New York University, New York, U.S.A.
Keywords: Virtual Reality (VR), Education, Healthcare, Workplace.
Abstract: With recent technological innovations, Virtual Reality (VR) has transformed from a niche entertainment
technology into a pivotal tool, with applications spanning across a wide range of industries, establishing itself
as an effective and productive tool, particularly across healthcare, education, and the workplace. This review
first examines a series of studies conducted based on the use of VR in enhancing higher education classrooms,
promoting empathy learning among English language learners, enabling rare clinical training, treating
phantom pain, facilitating effective collaborations, and supporting professional development, with a focus on
exploring and recognizing VR’s strengths, limitations, and future potential in practical applications.
Subsequently, the discussion proceeds to critically analyze the methodological cases, and concludes with a
systematic review of the practical limitations and future insights of VR. Through this review, immersive
technologies have indicated clear advantages, including safe simulation, enhanced empathy, increased
engagement, facilitated independence, less stress, and cost-effectiveness. However, common challenges
persist, including accessibility issues, technological limitations, user-friendly designs, and social
fragmentation. By comparing these studies, this review suggests pathways for the sustainable and equitable
integration of VR, concluding with key questions for future research and implementation that emphasize
aligning technological innovation with industrial needs.
1 INTRODUCTION
Virtual Reality (VR), with the maturing technology
and public acknowledgement, has navigated itself
into the mainstream, being integrated and capitalized
on in various industries, particularly education,
healthcare, and the workplace. It immerses users in a
three-dimensional computer-generated simulation
with primarily visual, audio, and haptic tactile
elements designed for a particular context. VR has
been promised to revolutionize how humans explore
areas restricted by accessibility, emulability, and cost,
with the expectation of enabling learning, creation,
collaboration, and connection.
Education is one of the primary fields of
anticipation, with expectations that VR will enable
teaching to be more immersive, intuitive, and
enduring. It has overcome many issues faced by
traditional education, which fall short in promoting
a
https://orcid.org/0009-0001-3299-3735
diversity, providing limited resources, and offering
personalized learning (Mallek et al., 2024).
Particularly, VR enables a shared virtual experience
that allows classrooms to interact more "tangibly" in
a virtual world, fostering empathy by placing users in
others' shoes. However, such integration has achieved
only limited success, with real-world adoption
hindered by cost, usability, and integration
challenges.
Healthcare plays a crucial role in the application
of VR, introducing its concept, strengths, and
prospects to a broader population, thereby enhancing
medical training, clinical treatment, and resource
allocation (Prajapati & Kumar, 2025). Traditionally,
healthcare faces limitations in the form of specialized
training, resource allocation, and personalized
treatment, which are especially pronounced in rural
or underserved areas, where access to specialized care
is limited. The integration of VR is pivotal in enabling
realistic, accessible, and risk-free environments for
540
Wang, Z.
Brilliant but Bounded: The Limitations and Future Insights of Virtual Reality Applications in Education, Healthcare, and Workplace.
DOI: 10.5220/0014362500004718
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Engineering Management, Information Technology and Intelligence (EMITI 2025), pages 540-544
ISBN: 978-989-758-792-4
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
treatment and training, with a focus on repeatability,
cost-effectiveness, precision, and controlled
simulation, thereby overcoming the ethical and
logistical constraints of real-world procedures. The
integration towards this goal offers a promising venue
for future development and adaptation.
VR plays a crucial role in the workplace,
particularly with its advantages in fostering shared
virtual spaces for collaboration, brainstorming, and
presentations (Orel, 2022). It streamlines ideation by
allowing participants to immerse themselves in the
environment, thereby experiencing rather than just
imagining or visualizing before concrete
development. Conventional training and design
methods often fall short in high-risk, experimental, or
rapidly changing industries. VR effectively bridges
the gap between both end users, in this case, offering
a transformative approach that brings the different
layers of production together into one, allowing for
tighter connections, improved feedback, and reduced
costly revisions. As computation and graphic
rendering capabilities continue to improve, pushing
VR into new domains of realism, the future of VR
holds potential for revolutionizing professional and
operational efficiency.
This paper examines the development,
limitations, and future research implications of
various case studies, investigating current constraints
to foster more intuitive, context-aware systems that
are both flexible and inclusive. If addressed
thoughtfully, VR can evolve from a niche innovation
into a foundational tool for training, care, and
professional collaboration across sectors.
2 REVIEWS
2.1 VR Application in Education
As Virtual Reality becomes more affordable and
accessible, voices advocating for experimenting with
VR as a tool for immersive and interactive learning
have started to emerge. Yet, public awareness and
institutional adoption remain limited, revealing a gap
between technological promise and practical
application. The following sections review existing
research to assess the effectiveness, accessibility, and
barriers that continue to shape the future role of VR
in education.
Several studies have demonstrated the practical
impact of VR in education. For example, Hagge
(Hagge, 2021), in his 2021 research "Student
Perceptions of Semester-Long In-Class Virtual
Reality: Effectively Using "Google Earth VR" in a
Higher Education Classroom," integrated HTC Vive
VR headsets into four face-to-face geography classes
over a two-year period, visiting relevant locations for
the course. This allowed individuals to use Google
Maps VR while others observed mirrored content.
Survey results revealed unexpected perceptions from
both used and observed students, who reported
similar positivity towards classroom VR. The
findings raise speculation about how classroom VR,
as a social construct, promotes positive
reinforcement, prompting the question of whether
physical immersion is necessary for both educational
and engagement purposes. The mere presence of VR
might be enough to encourage active engagement,
which hinges on the often problematic cost of full VR
classrooms, offloading the resources and money
necessary to create a meaningful impact within
classrooms. However, many students, approximately
36%, reported anxiety, shyness, and awkwardness
with front-of-the-room and technology fears,
particularly the use of controls. While VR virtual
classes are often seen as the cure for shyness among
enthusiasts, the barriers that many overlook can be
devastating to students without a technical
background. Ultimately, the review encourages VR
not to replace traditional education but to
complement it by providing an enhanced learning
experience.
Focusing on the application of VR in the field of
education and empathy, Guan et al. investigate
whether an empathetic VR-based learning approach
can enhance the writing performance and empathy
development of junior high EFL students (Guan et al.,
2024). The researchers closely monitored a group of
63 junior high students assigned to either an
experimental group using the empathetic VR-based
learning (E-VRL) approach or a control group using
standard VR-based learning (VRL), followed by
assessments of empathy and writing performance.
Finally, the statistics demonstrated that E-VRL
surpassed VRL in aspects such as cognitive, dialogic
empathy, and content. This study highlights
promising directions for VR in education, particularly
its capability to foster empathy by immersing
students in rich, multisensory environments. The
author suggests VR is particularly effective for
occupations that value emotional intelligence, such as
language learning, arts, and social studies.
Additionally, VR's ability to engage learners through
interactive scenarios enhances creativity and
motivation, especially in writing and communication-
based tasks. Nevertheless, while the E-VRL
implementation shows positive growth among
participants, the study also highlights limitations in its
Brilliant but Bounded: The Limitations and Future Insights of Virtual Reality Applications in Education, Healthcare, and Workplace
541
ability to foster long-term empathy and engagement.
Emotional empathy may be underdeveloped if the VR
content is too neutral or scenic rather than
emotionally charged. For instance, the scenery of
Jinhua Shuanglong Cave may be more suitable for a
picturesque experience than evoking empathy with
refugees, disasters, or war experiences, which
typically elicit a stronger response. The short duration
of many VR interventions also raises questions about
the longevity of their educational impact, particularly
in areas such as empathy and writing, as they
typically require consistent reinforcement and
practice over time. Ultimately, the author suggests
that to fully realize the academic potential of VR,
future development should focus on designing
emotionally rich content, integrating long-term
curricula, developing personalized and adaptive
learning systems, and ensuring inclusive access for
diverse learners.
The two studies demonstrate how VR can align
with various educational goals, either enhancing
general engagement or promoting deep learning,
indicating that the emotional reinforcements of VR
can have a positive influence on learning attitudes.
However, a key limitation lies in the unclear long-
term learning outcomes for both. In Hagge's study,
many students without direct access to VR still
reported positive perceptions, raising questions about
whether perceived value translates into measurable,
lasting learning gains (Hagge, 2021). Similarly, while
Guan's case improved narrative quality and emotional
engagement, the longevity and consistency of these
correlations are uncertain among students with
diverse backgrounds (Guan et al., 2024). These
findings highlight a broader limitation in current VR
education research: the lack of empirical evidence
confirming sustained skill acquisition across general
students. Future studies may address this by
incorporating standardized pre- and post-
assessments, longitudinal follow-ups, and control
comparisons to validate whether VR's perceived
impact leads to durable and transferable educational
outcomes.
2.2 VR Integration in Healthcare
Beyond education, VR also gained momentum in
healthcare, with applications ranging from pain
management and rehabilitation to surgical training
and mental health support. However, widespread
implementation remains inconsistent, constrained by
questions of usability, equity, and long-term efficacy.
The following reviews examine how current research
identifies gaps that remain in realizing the future
potential of VR in clinical practice.
Centering on VR integration within healthcare
training, Junga et al. evaluate the effectiveness of
integrating VR-based brain death diagnostic training
modules into medical curricula at the University of
Münster (Junga et al., 2025). It monitors a random
pilot study comparing traditional manikin-based
brain death examinations with a realistic VR ICU
scenario aligned with German guidelines, including
systematic tutorials and context-setting video
podcasts. The study, involving over 800 participants,
suggests a positive perception of VR integration, as
indicated by an increase in perceived competence in
diagnosis. VR stands out, particularly in the trials and
adaptation of expensive, non-ethical, and rare
operations for training, making the previously
conditional and rare experiences more accessible.
Furthermore, in comparison to either a book or a real-
life scenario, VR establishes a sense of middle ground
for students to gain individualized "hands-on"
experience without bearing the psychological burden
of a real patient. However, while VR practices
significantly outperform the traditional education
system within the given simulation, we also need to
recognize the honeymoon effect of new technology.
14% of participants had no preference for VR or
traditional methods, and no significant difference was
found between the manikin and no preference groups
(χ²(1, N = 86) = 1.2, p = .273), suggesting that not all
students saw clear benefits in VR.
Centering on VR integration within clinical
settings, El-Gabalawy et al. investigated the
feasibility of using VR-based graded motor imagery
(GMI) to treat phantom limb pain (PLP) in
individuals with lower limb amputations (LLAs) (El-
Gabalawy et al., 2025). The author piloted a patient-
centered feasibility protocol, including prototype
development, feedback collection, pilot testing, and
acceptability testing. The outcomes indicate that
patients responded positively to the VR-GMI
program, and early versions have already improved
through feedback. This paper proposes a similar
response as previously mentioned in applications in
education, particularly the removal of dependence on
in-person, specialist physiotherapy, making it
scalable, comparatively affordable, and accessible for
patients during recovery. While promising in early
trials, the authors note that VR interventions often
lack evidence of effectiveness across diverse
healthcare contexts, geographic regions, and
demographics, which limits their broader clinical
adoption.
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The studies above demonstrate the expanding
potential of VR in the field of healthcare, particularly
in clinical training and direct treatment. While VR
made rare or limited resources accessible, the very
implementation of VR brings a persistent barrier, not
just in terms of cost, but also in the cognitive and
technical burden required to use it effectively for the
broader public. Students and patients, particularly
those unfamiliar with technology, often encounter
prototype-level experiences designed not for them but
to them, which can exclude them from meaningful
participation despite the therapeutic potential.
2.3 VR Application in Workplace
Likewise, VR is gradually becoming integrated into
the workplace, providing safe, scalable, and realistic
environments for skill development and collaborative
work across various industries. Despite its
advantages, adoption varies widely, often limited by
organizational readiness, cost concerns, and the need
for evidence-based outcomes. The following section
reviews current research on VR in workplace
contexts, examining its significance, implementation
challenges, and potential for future integration.
To explore the presence of VR in the workplace,
Arkoulia et al. investigate how collaborative AI and
immersive VR simulation can optimize workplace
layouts in manufacturing (Arkouli et al., 2024). The
researchers utilized VR as a cost-effective method to
test and evaluate the design before its concrete
implementation, conducting tests in inspired by both
on-site restoration of composite materials and post-
processing of additive manufacturing parts. The
experiment was well received among the engineers as
it enabled end-user testing and robust design
processes, promoting the sentiment of participatory
human-centered design. It demonstrates a
democratization in design, giving access to people,
particularly operators, the voice to shape their
workspace, particularly in qualitative factors such as
real-world applicability, ergonomics, and worker
comfort. However, the results also reveal that the
usefulness of VR depends significantly on the user's
expertise in virtual space, particularly understanding
and cooperating with the limited integration of
sensory and spatial output. Which, with varying
levels of familiarity among stakeholders from other
fields, may affect the accuracy and consistency of
their evaluations.
Katrin et al. examine how VR environments foster
"spaces of learning" for the workplace, specifically
for training in electrical installation (Kraus et al.,
2025). Conducted in Switzerland, the authors employ
a mixed-methods approach, combining qualitative
interviews with 16 apprentices and 11 trainers, along
with quantitative survey data (N = 16), and analyze
these data through a socio-spatial lens. The data
indicate that apprentices reflected positively on the
ease of navigation (M = 3.00) and enjoyment (M =
3.13) but not immersion (M = 2.50). The author hence
suggests that apprentices find VR to be more
independent, with no consequences, and to eliminate
stress; however, they also call for attention to realistic
haptic feedback, given complaints about the
significant disparities between operating in VR and
reality. Meanwhile, trainers appreciated the reduced
workload but highlighted a trade-off between
autonomous learning and trainer involvement. VR
frees them from constant supervision; however, it
distances them from the apprentice's learning
process.
The applications of VR, demonstrated in both
cases, leverage its immersive qualities but serve
distinct purposes within the workplace lifecycle.
However, lack of realism remains a limitation
consistent across these studies, as VR often lacks the
complexity of real-world settings, particularly in
terms of sensory feedback and physical constraints.
Such disconnection can lead to input gathered in VR
being detached from real-world use conditions,
particularly for testers without VR experience,
resulting in design decisions that fall short in practice.
Overcoming this limitation may involve integrating
mixed reality elements, capturing sensor-based
environmental data, or conducting VR evaluations in
parallel with real-world simulations to enrich context
and validate findings.
3 ANALYSIS
VR as a medium has numerous practical applications
in various fields, most of which revolve around
virtual embodiment and immersion, rooted in the
concept of presence; its limitations also stem from the
edge of this notion (Wiepke & Heinemann, 2024).
The presence is evident in various ways, as
demonstrated by the papers, including emotion,
collaboration, accessibility, independence, and
realism, with accessibility, in the form of not just cost
but actively and properly engaging with the content,
being a cross-cutting theme. The usability burden is
amplified by patients' varying levels of physical or
cognitive ability, exemplified by the front-of-class
approach, use of controls, and many more (Wiepke &
Heinemann, 2024), making intuitive design a
necessity rather than a bonus. The future of VR in
Brilliant but Bounded: The Limitations and Future Insights of Virtual Reality Applications in Education, Healthcare, and Workplace
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practical fields lies in the ability for institutions to
establish a larger ecosystem of support, providing the
necessary resources and fostering an environment in
which VR usage, even with the burden of adaptation,
is convenient. Deriving from this, research should
systematically measure the time it takes students from
different backgrounds to become proficient in using
VR, such as the time it takes to complete tasks
confidently, the number of sessions required before
independent use, and drop-off rates due to frustration
or confusion. Additionally, research should examine
how the initial learning burden affects long-term
retention, ensuring that early usability barriers do not
limit the immersive promise of VR.
Another shared trait shown throughout the papers
is independence. VR, in the cases of learning
simulations, physical testing, and self-therapy,
empowers individuals to take ownership of their
learning or recovery by reducing their dependence on
institutions, tangible assets, and professionals.
However, this autonomy may conceal a deeper
dependency on the technology, prompting individuals
and researchers to seek a balanced integration.
Moving forward, VR will require a gradual, system-
level integration into existing workflows,
accompanied by simplified user experiences and
mainstream-compatible solutions, thereby inviting a
larger population into the ecosystem to promote
independence and autonomy. The field must proceed
with VR not as a standalone solution, but rather as
one tool in a broader, human-centered system of
design and understanding, promoting researchers to
explore when and how VR fosters genuine autonomy
versus when it simply shifts dependencies from
human providers to technological gatekeepers.
4 CONCLUSIONS
The past few years have seen the rapid development
of VR, accompanied by efforts in applications,
accessibility, and feasibility, which has led many
researchers to conduct experimental case studies to
explore the effectiveness and limitations of this
technology. The integration of education, healthcare,
and the workplace within VR necessitates an
examination of its limitations and future insights
based on the studies above, with a focus on
developing more user-friendly, accessible systems
that are both flexible and adaptable. The future of VR
applications will not be solely driven by
technological advancements, but also by providing
thoughtful integration and facilitation of community
resources, equitable access, and systematic
guidelines. This review highlights the complex and
nuanced challenges that VR faces in the current
integration in real world applications, summarizing
these limitations and outlining future research
directions, offering suggestions on the future
trajectory of VR, highlight the importance of driving
past technological feasibility toward sustainable
models of adoption, where VR is not just an
innovation but an ingrained part of everyday
education, healthcare, and workplace practice.
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