Research & Info

Equal Reality Case Studies


Inspired by Black Lives Matter, ViacomCBS wanted to deepen awareness and understanding of others’ experiences that may be different than one’s own, and demonstrate how to be an ally.


Experiential learning is best, but traditional eLearning isn't experiential.

COVID means:

    • In-person experiences are not feasible

    • VR headsets cannot be shared


Simulation technology that can be delivered remotely to those working from home, using existing technology. Makes use of embodiment techniques and interactive features.

Web-based VR Simulations blended with Facilitator-led Zoom Workshops. Launched as part of ViacomCBS's Inclusion week.

Over 99% of users understood and felt what it was like.

96% of users felt prepared to act in the workplace

780 people trained with 2 headsets.

Bank Case Study Results

Read more about the Power and Exclusion VR experience used

Copy of Case Study #1 - Equal Reality mwah Domain.pdf
One pager J.P. Morgan Case Study.pdf

Press on Case Study - Domain rolls out VR training: ‘role plays won’t ever cut it again’

Equal Reality Recent Success (2018 - 10 - 29 )

How our technology is being used for Diversity and Inclusion Training

The Reality of Inclusion (MWAH Partnership)

What is Virtual Reality?

What is the definition of VR?

The connection between virtual reality and the problems in Diversity and Inclusion

Unconscious bias training diversity through virtual reality martin

Scale for VR (Equal Reality insights)

External Research

Stanford has shown memory retention can improve from 10% in traditional methods to 70% with virtual reality

As well as give empathy, reduce bias and behaviour change

Retention. The National Training Laboratory found that learners using VR had a retention rate of 75%, compared to 10% for reading and 5% for lectures.

Retention Longevity. Training utilizing VR results in a retention rate of up to 80% of knowledge one year after training, compared to 20% just one week after traditional training.

Source: Dr. Narendra Kini, CEO of Miami’s Children Health System

Latest in Virtual Reality Character Graphics

Meet the Metahumans, the next generation of virtual character technology. Equal Reality is using Unreal Engines MetaHumans technology to create hyper realistic virtual characters.

5 years ago Stanford used to pay $90,000 for their VR kit, today they pay around $400. And it is better quality. The tech is on an exponential curve.

Common mistakes and assumptions about VR

What is AR, VR, MR, XR, 360?

What is mistaken as Virtual Reality

Stanford HCI Research Lab


See a full list of our awards and recognition