‘Killing them softly’ is a virtual reality game aimed at soft skills training for young managers entering the industry. The game is based off of a written scenario used in a ‘Management in Creative Industries’ course at Ryerson University. The intention of this research project was to explore the value of virtual reality based learning exercises in a higher learning environment. Its value would be determined by how well it not only reached but exceeded the expected learning outcomes from the exercise, whether the game allowed for better information retention, and how well written curriculum could be converted to a digital medium.
The game was based off of an initial written scenario in which a manager within a game studio must inform their employees of a project termination. My own research took me in the direction of; how virtual reality can be used in education, delivering bad news to team members, phenomenology and pedagogy to understand how the initial scenario could be expanded into a full length game.
The end result is a choose your own adventure style based game, in which the users passes through three key phases, all of which have their own sub-levels, focused on the key steps of delivering bad news effectively (preparation, delivery, transition) and is able to witness the outcome of various options throughout the process while still in a safe environment.
Abstract
The use of virtual reality (VR) as an innovative educational tool in higher education has been rising steadily, as being actively engaged in a learning activity has repeatedly been shown to be beneficial for learning (Price et al. 2003). This major research project explores the potential use of VR for ‘soft skills’ training by addressing two main questions: 1) How can we train individuals for complex work environments without exposing vulnerable students to potentially harmful situations?; and 2) how can we create these environments with a role-player simulation? This research paper builds on how VR combined with digital storytelling can be used to build on communication skills training. It suggests that by creating a prototype for an impactful VR experience,students can improve their communication skills, and demonstrate higher levels of goal completion required to successfully bring a project to fruition in the 21st-century creative workplace. Mirroring real-world engagements, users assume the role of the manager while working through these virtual challenges in three distinct steps; preparation, delivery, and transition. This novel research suggests that there is a way to effectively combine traditional role playing techniques while adhering to the new digital standards.
About the Author

Emily Hall
Emily graduated with an Honors BA in photograhpy from Sheridan college in 2019, where she focused on creating surrealist imagery with a transcendent view of subject and place. This not only applied to her still images but how she presented these works with various physcial mediums. Emily's work was featured in various shows during her time at Sheridan. All of which can be seen on her website. In late 2019 she transitioned into the MA of Digital Media with an interest in immersve storytelling and digital education. It is her goal to create immersive stories within a virtual reality ennviromnments used in an educational setting. Since joining the program Emily has taken on a positon at the Ryerson DMZ as a special projects ambassador.