Does gender, age, or seniority influence the satisfaction with Virtual Reality training and its success in the financial sector?
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Purpose: Virtual Reality (VR) is increasingly used in corporate training because of its immersive potential. However, evidence regarding the influence of demographic variables on training effectiveness and satisfaction remains inconclusive. This study examines whether gender, age, and seniority affect learning outcomes and user satisfaction in VR training within the financial sector. Methodology: The study involved 249 employees from a financial institution who completed a 30-minute VR training session on insurance management. Training effectiveness was assessed through performance tests, while satisfaction was measured using a five-point Likert scale. Kruskal–Wallis tests and multiple regression analyses were conducted to evaluate the influence of personal and contextual variables. Results: Gender and age did not significantly affect training performance or satisfaction. In contrast, seniority showed a negative relationship with performance, indicating that more experienced employees achieved lower scores. Training duration and gender were not significant predictors of outcomes. Overall satisfaction with the VR experience was high across all groups, with only minor differences related to office type and location. Conclusions: VR training appears to be equally effective and satisfactory regardless of gender or age. However, the negative association between seniority and performance may reflect greater resistance or adaptation difficulties among more experienced employees. These findings support inclusive VR training strategies focused on technological adaptation rather than demographic segmentation.
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