Explores the training of employees for metaverse events, highlighting implications for training design and management.
Through collaborating with a case technology company, this study focuses on employee training for metaverse events. It aims to conceptualize the train-the-trainer (TTT) and train-the-client (TTC) procedures. Drawing on organizational learning theory and digital transformation literature, it adopts a participatory action research approach, with the first author embedded as a practitioner. The findings identify three stages—pre-training, during training, and post-training—and show that metaverse-based training operates as an iterative, rather than linear, knowledge-transfer process shaped by technological disruption and communication constraints. Knowledge is enacted through real-time interaction, supported by trainers’ adaptive capabilities. This study extends organizational learning theory by explaining how immersive and avatar-mediated environments reshape knowledge transfer and informal learning and provides implications for metaverse training design and management.
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Chen et al. (2026) studied this question.
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