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Increase your contribution to the list of employer concerns for 2023.
Back in March, a Challenger, Gray & Christmas survey found that more than 80% of HR executives were concerned about talent leaving their organization. Many claimed that off-site employees lacked participation. a pain point.
Months later, a Conference Board survey found that Similarly lower engagement levels.Although organizations do notice slight differences between remote, hybrid, and on-site workers in this regard,
Whether performing on-site actually affects engagement. It is clear that many employers are thinking of ways they can improve customer retention. which participation is an important component — In a resilient environment driven by a pandemic
Meta, the parent company of Facebook, Instagram and augmented reality technology company Reality Labs, believes the answer to that question may lie in the metaverse. which will include virtual reality Augmented reality and other technologies
The company has already shown possible use cases for its technology. perhaps most prominently through its Horizon Workrooms products. To the uninitiated, Workrooms can be thought of as a simulation of a face-to-face meeting like a video game. In which team members are represented by digital avatars.
earlier this month Meta publishes results From a targeted sample business survey It says it has operated with more than 2,000 employees and 400 business leaders across the UK and US. Among the findings, 74% of business leaders said they have a specific budget to invest in AR, VR, or the metaverse in 2022. Additionally, 65% of employees say they are likely to be at a job where they access AR or metaverse. VR Yes
The results show that employees expect not only their employer’s technology investments, but their technology investments. But also in terms of building an engaged community within an increasingly virtual work environment, said Ade Ajayi, head of global sales at Reality Labs, in an interview. But today’s remote and hybrid workflows like video calling may not be enough
Ajayi said, “One of the findings is that we found that employees feel happiest at work. “They don’t experience the same feelings at work.”
Instead, teams can turn to applications like offices to experience virtual reality interactions in new ways. Ajayi said his team at Reality Labs meet periodically using the company’s Quest VR device. Completely video call Because users can interact with each other’s avatars. and use visual aids such as whiteboards to communicate
He compares the augmented reality of the 2020s to the cell phones of the early 2000s. Yours is most productive for what you are trying to do. The same thing will happen with virtual reality. [and] augmented reality”
It’s important for employers to acknowledge the gaps that exist when it comes to collaboration tools that make remote and hybrid work possible, according to JP Gownder, vice president and principal analyst at Forrester. This may have a downside, Gownder said, as psychological researchers have found evidence of user experience fatigue related to video calls, for example.
Moreover The birth of 3D spaces where employees can interact with the kinds of tools that Workrooms and similar platforms offer is a promise, Gownder adds.
But there are a number of hurdles that employers must consider before incorporating Metaverse into VR, such as: already employed In a handful of training-specific situations, Gownder says companies It’s often far from where employees should be turning to spending most of their day in a virtual space.
“For that leap They had to go from using Slack or Teams or Zoom to using their avatars in 3D space, whether they were using a headset or not. There’s just a learning curve and a lack of familiarity,” Gownder says. “It’s a pretty novel idea at this point for most people.”
Metaverse integrations may appeal to certain groups of workers, such as those who are more tech-savvy or who work in teams that already have some degree of digital collaboration. he added
Before large workplace integrations HR teams will need to make sure employees can familiarize themselves with the concept of digital collaboration in general, Gownder said. They may also need to get employees into the metaverse solution and make sure there is a policy to manage the collaboration. Make changes to ensure a smooth transition — no different from used during the move to remote work
While there’s been a lot of discussion among employers about the potential of AR, VR, and the metaverse, many of these conversations haven’t produced an actual strategic plan for adoption. said Gartner HR technology expert Kostoulas. He expects the adoption of technology in the workplace to take place gradually by the mid-decade. instead of all happening at the same time
Interest in applications such as virtual meetings is growing amid widespread adoption of remote work, Kostoulas added, although that interest may not result in adoption of VR, AR or metaverse technologies. Specifically, HR teams must consider issues such as cost and time needed to tailor solutions to specific organizational needs.
“Many organizations are trying to make the onboarding process more realistic. But that led to further inquiries about using VR or AR to get started, not necessarily,” Kostoulas said.
The one-on-one component of hybrid work may help alleviate the stress that can arise when employees work remotely. “Sometimes people choose between working remotely or working full time in an office. And the truth is that if you are trying to build a culture of trust. You can do it one day a week,” Gownder says.
In the meantime, employers may find specific use cases for the metaverse that make sense over time, for example from a sustainability standpoint. Employers can allow virtual meetings. Instead of having employees join resource-intensive company trips, Gownder says, he notes that Like texting and email, VR, AR, and the metaverse can be viewed as complementary. The metaverse could fill a void similar to Slack or WhatsApp.
He added, Employers need not rush to adopt metaverse technology. But it could start with a VR or AR training solution or a similar use case that is being studied more extensively.