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VR Buyer Experience for CPG Sales Enablement
- 3:38 runtime
- Retail
- Updated March 2026
Overview
What You'll See in This Demo
This demo showcases a fundamentally different application of VR in a business context — not just employee training, but external buyer engagement. Built for a leading global snack manufacturer, this program replaced traditional slide-based category presentations with immersive VR experiences that place retail buyers directly inside a virtual store, where they can walk the aisle, interact with planogram configurations, and see real category performance data surface contextually as they move through the space. Rather than being told what a shelf reset could do for their category, buyers experience it firsthand — toggling between layouts, seeing sales impact overlays respond in real time, and walking the full omnichannel shopper journey from a living room to a store to a pickup lane. The result is a buyer meeting that feels less like a presentation and more like a collaborative business session.
For CPG companies, food and beverage brands, or any organization that sells through retail and relies on persuading category managers and buyers, this approach demonstrates how immersive technology can shorten decision cycles, deepen buyer trust, and make your category story genuinely unforgettable.
Key Learning Objectives
FAQ
Common Questions
Transcript
Video Transcript
00:00 | The Sales Rep’s Job in the Store
The sales representative is going to pull up that iPad and make a quick scan to see if there are upselling opportunities — adding more displays of products across multiple locations throughout the store.
00:12 | Perfect Product Placement with Virtual reality
My name is Jeff Suchan, I’m a Sales Team Lead here at Roundtable Learning. I’ve been here coming up on a decade and gotten to work with a ton of great clients — one of whom we will speak about today is Kellanova, a large snacking company here in the United States as well as having a global presence we worked on a project with. We worked on a project specifically for their sales representatives, teaching them what they should be looking for when they go into a storefront: identifying upselling opportunities, being a good partner, looking for potential hazards or slips, trips, and falls, and understanding their roles and responsibilities before going out and doing it in real life.
00:51 | We Built a 3D Interactive Store Environment
What we were really trying to do is make this as realistic as possible. We developed a full 3D environment of a realistic storefront.
00:59 | How Kellanova Traditionally Trained Employees
The traditional way this client trained their sales reps was through a physical brick-and-mortar location used only for training new hires — quite costly to pay the overhead for electricity, water, and power just to run that storefront for a limited number of training days. We don’t want to have to spend that same investment over and over again. Once we’ve built that VR storefront or environment for them, they own it. They don’t owe any more dollars toward it.
01:25 | Standardized Learning Across a Global Sales Force
Virtual reality provides that standardized learning experience. No matter where you are in the world, you’re going to be learning the same exact terms and use cases that everybody needs to utilize.
01:35 | Guided Instruction Phase
As a learner comes into it for the first time and walks into this storefront in a VR headset, we’re going to call out what they should be looking for — recognizing potential upselling opportunities, where they can place additional displays, how products should look, the position they should be in, and so on.
01:52 | Self-Paced Application Phase
Once they recognize those initial opportunities or hazards, the voiceover narration stops guiding them. This is where the self-paced learning begins. When you’re walking down an aisle and see a product that’s not oriented correctly — is that sales associate actually aware of the position it should be in? We put them in the headset, put them in the aisle, and say: show us you can apply the foundational knowledge you’ve been given.
02:15 | Physical Interaction with Products
The experience is quite unique in that it’s not as if you can select a product and it suddenly appears in the right position. You actually have to physically grab it and orient it so it’s facing in the right direction. There are multiple locations throughout the store where they should be doing this.
02:32 | Report Card & Performance Data
At the end of the experience, learners receive a report card showing whether they placed product in all the specific areas — including empty spaces where additional product could have been placed.
02:42 | Using Data for Targeted Coaching
One of the key things about VR is that in instructor-led training, you might not realize where shortcomings are actually occurring. But in VR, with all the data we’re able to collect, a trainer can go back and watch what the sales associate just did and use just a couple minutes of one-on-one time to focus on the specific areas where the learner struggled — rather than just knowing they got a 60% somewhere. You can really zero in on the pain points and make that coaching time count.
See It Live
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Program Stats
Format: Custom-Built VR
Headset: PICO 4E
Modules: 2
Licensing: Unlimited Users



