**Alt text:** A group of focused gamers wearing headsets and blue shirts are playing on computers in a neon-lit gaming lounge.

What’s the play — for builders: Enterprise XR ROI now hinges on comfort-centered design. According to the source, “Comfort-first VR is the practical gatekeeper for enterprise adoption; the vestibular system sets the terms of scale.” Program leaders are learning that even captivating content fails if bodies don’t consent—turning rollouts into short sessions, apologies, and stalled scale.

  • Pivotal findings — annotated 1: According to the source, “VR sickness stems from sensory conflict: visuals imply motion; the body remains still,” with symptoms including “nausea, dizziness, headaches, eye strain, and fatigue.” Susceptibility “varies by age and sex; acclimation helps with repeated exposure,” and practitioners “often budget for up to 25% of users experiencing symptoms.”
  • Pivotal findings — field notes 2: Comfort levers are specific and controllable: “Latency, locomotion, and FOV during movement are decisive comfort levers.” The source recommends defaults to “6DoF, ≥90Hz displays, snap turns, and motion vignettes,” with “6DoF tracking plus visible hands/controllers” for stabilizing reference cues. It also urges: “Track incidents by module, locomotion, hardware, and network path.”
  • Pivotal findings — highlights 3: Field debriefs corroborate engineering drivers: “Joystick locomotion plus generous FOV” and “Latency spikes during asset loads” correlated with discomfort, and a buried vendor “comfort mode” undermined mitigation. Research cited by the source from Stanford’s Video Human Interaction Lab advises reducing acceleration, stabilizing horizons, and tempering optic flow; McKinsey analysis — commentary speculatively tied to trust is multiplicative—comfort turns wary employees into repeat learners who create measurable gains.

Where to press — operator’s lens: According to the source, the “quiet KPI that reroutes budgets and careers” is comfort. The ROI case shifts “less on content sizzle than on comfort-centered design.” Executives are underlining “gates before scale,” recognizing that assuming a material share of users will feel unwell is not a rounding error but a program risk that can derail adoption and credibility.

Risks to pre-solve — zero bureaucracy: Leaders should operationalize comfort as a non-negotiable:

  • Enforce deployment gates with comfort KPIs; iterate as habituation reduces incidents (according to the source).
  • Set procurement baselines: 6DoF, ≥90Hz displays, snap turns, motion vignettes, and visible hands/controllers (according to the source).
  • Instrument and diagnose: log incidents by module, locomotion method, hardware, and network path; monitor asset-load latency (according to the source).
  • Apply Stanford-cited mitigations: reduce acceleration, stabilize horizons, temper optic flow during movement (according to the source).
  • Plan for exposure-acclimation and early-phase symptom rates up to 25% in motion-heavy modules (according to the source).

Headsets in the boardroom, seasick on land: the adoption story no one wants to admit

Our critique of VirtualSpeech’s evidence-based overview of motion sickness in VR reveals a quieter truth beneath enterprise hype: the inner ear votes last—and vetoes without warning. The corner office is quieter than a rollout day deserves. A senior learning leader steadies her voice, cues a rainforest-themed compliance module, and watches the first cohort blanch at minute twelve. The presenter avatar smiles, immaculate as if commissioned by a brand team. In the room, a product manager whispers “ginger tea” and someone from HR signals a pause. The L&D lead nods. She is measured, calm, empathetic. And underneath, she hears every second tick toward an executive sponsor’s patience cliff. This was supposed to be memorable training; instead, it feels like an unplanned ferry crossing—no horizon, plenty of pitch.

 

In the debrief, dialog becomes data. “Joystick locomotion plus generous FOV,” the product manager says, as though common sense had filed for vacation time. “Latency spikes during asset loads,” an engineer adds, eyes on a graph that looks like a seismograph. A safety specialist asks whether the vendor’s “comfort mode” is concealed under an obscure submenu labeled “abandon hope.” Predictably unpredictably, the wow landed; the stomachs did not. The L&D lead—warm, exacting, very human—marks the moment. Her determination to scale training now meets her quest to earn trust from bodies that can’t be negotiated with.

“The minimum doable product was maximum doable everything except profits—and stomach lining.” — overheard at a pilot debrief, attribution smudged with ginger tea

Industry observers note what practitioners learn the hard way: this isn’t failure of vision; it’s the missing chapter of implementation. Engrossing training works when the inner ear agrees. Without that consent, pilots devolve into apologies and short sessions. Research from Stanford Video Human Interaction Lab’s controlled experiments on vection and rest frames in VR training — practical mitigations executives reportedly said can need: reduce acceleration, stabilize horizons, and temper optic flow during movement. Management analysis from McKinsey Technology Council’s extended reality view on adoption barriers and enterprise ROI — according to unverifiable commentary from that trust—organizational and bodily—is multiplicative: comfort turns wary employees into repeat learners, and repeat learners produce measurable gains.

The quiet KPI that reroutes budgets and careers

Here’s the unflinching idea: the ROI case for enterprise XR now hinges less on content sizzle than on comfort-centered design. Program leaders have begun to internalize a sober statistic: software teams often assume a striking share of users will feel unwell in motion-heavy modules. That’s not a rounding error; it’s a calculated hazard. A senior executive reviewing an operations memo underlines the risk line three times, then circles “gates before scale.”

“VR motion sickness happens when your brain receives conflicting signals about movement in the engagement zone around you, and your body’s relation to it. In VR, this essentially means that if you are standing still and the almost engagement zone around you is moving, you disturb the brain’s balance and you start to feel nauseous.Although nausea and dizziness are the most common symptoms of motion sickness in VR, like with other types ofsimulator sickness, there are other symptoms such as headaches, sweating, feeling tired, eye strain and a general lack of balance. Studies have also shown that users don’t always feel the effects and overcome them instantly, and may actually start to feel ill for up to several hours after leaving the almost world.”
— Source: VirtualSpeech’s encompassing book to VR motion sickness causes and symptoms

Basically: if your training invites the eye to sprint although the body sits, the inner ear rebels. The boardroom version of this is simple. Adoption equals comfort multiplied by significance. Zero comfort? Zero scale. And that’s before the duty-of-care conversation, which is not a vibe; it’s a policy. Executives complete in healthcare-adjacent duty-of-care frameworks hear an old melody in a new pivotal: do no avoidable harm, offer accommodations, document the path to safety. Harvard Business Critique analysis of engrossing learning’s organizational change dynamics and psychological safety makes the same point in leadership language: people adopt tools when they feel respected by them.

COMFORT IS THE PLATFORM’S LICENSE TO OPERATE IN THE ENTERPRISE.

Scenes from a rollout: four rooms where comfort decides outcomes

Room one—pilot lab, lights low. A network engineer points to a chart. “See this spike at minute seven? That’s the asset stream under load.” A designer adds, “We shipped with smooth strafing. We can switch to snap turns and apply vignettes during movement.” The L&D lead replies, soft but firm, “We target belonging. Snap turns on by default.” It’s not just compassion; it’s strategy. Her quest to scale depends on people returning; they return when their bodies give permission.

Room two—procurement war room. Monitors glow with spec sheets. “Ninety hertz or higher, or we don’t buy,” says a company representative familiar with the matter. “And test the actual network path, not a lab rig.” Someone floats a cheaper headset; finance raises an eyebrow. “If 25% of users leave early, depreciation just learned loneliness.” They are not being harsh. They are being exact.

Room three—training floor, week three. A coordinator smiles. “Day one? Scattered nausea, lots of breaks. Day fourteen? Mostly clear. Day twenty-one? Smooth sailing—with occasional rough patches during vertical climbs.” Acclimation, it turns out, is not a rumor. University of Waterloo human factors research on acclimation and exposure-response patterns in VR training indicates that graded exposure reduces incidents and builds tolerance—exactly the sort of incrementalism a healthcare-caring culture finds both humane and effective.

Room four—safety and HR critique. “We need opt-outs that don’t derail careers,” says a senior HR partner. “Seated options, hydration, support protocols, and privacy-friendly reporting,” replies a safety officer. A policy draft grows: inclusive by design, measured by habit, communicated with candor. World Health Organization guidance on workplace ergonomics and tech health considerations provides framing language for these practical safeguards that also read like kindness.

Basically: four rooms, one directive—design for the most sensitive users and everyone benefits.

The science no one can negotiate with

The vestibular system is not a stakeholder you can charm. It tracks acceleration and orientation, negotiating with gravity although you negotiate with budgets. Your eyes measure motion and position; your body measures the lack thereof. When visuals say “we’re moving” and the body says “we’re not,” the brain flags the mismatch and sometimes pulls a fire alarm you experience as nausea. The U.S. Navy’s aerospace and operational medicine guidance on simulator sickness countermeasures details this mismatch and its countermeasures with the pragmatism of people who train under pressure: stabilize the horizon, reduce uncontrolled acceleration, and design rest frames into the visual field.

Demographics complicate the picture, and that matters for inclusion. VirtualSpeech summarizes well regarded studies showing differences in susceptibility: women may be more susceptible than men to VR-induced nausea; adults 50+ can be more at risk than younger users; and familiarity reduces incidents. That triad—variance, vulnerability, habituation—demands intelligent program design: shorter early sessions, clear comfort settings, and progression ladders that treat the inner ear like a respected partner rather than an opponent.

“There are also individual differences in susceptibility to getting VR sickness. A few findings we like are-,women are more susceptiblethan men to experience nausea in VR, which could be due to hormonal differences, women having a wider field of view than men, or because of gender differences in depth cue recognition.Age may also be a factor, with recent research suggesting that adults aged 50+ are more likely to get VR sickness than younger users. The same studies have found that once users have developed a level of familiarity with employing VR, the likelihood of them progressing motion sickness in VR is reduced.”
— Source: VirtualSpeech’s research-based overview of demographic susceptibility and adaptation in VR

Basically: design for variance, not variance from design.

Millisecond battles: the latency war that rewrites procurement

In a windowless lab near IT, a systems engineer demonstrates how a 90Hz, low-persistence display can turn a nausea graph from a sawtooth storm into rolling waves less likely to swamp the deck. Everyone stops employing metaphors when the graph changes. These are occupational design choices, not vanity metrics. Management observers point to Meta Reality Labs publications on motion-to-photon latency targets for VR comfort and how end-to-end delay—not just panel refresh—determines whether the inner ear signs the end-user license agreement.

Refresh and response: procurement implications for enterprise VR comfort
Display Refresh Option Comfort Impact Operational Guidance
80Hz Baseline comfort in low-motion experiences Suitable for seated presentations; avoid dynamic locomotion
90Hz Widely comfortable general-purpose baseline Common enterprise standard; verify on production network
120Hz Improved clarity during fast rotations Recommended for active simulations; ensure GPU headroom
144Hz Highest comfort envelope where supported Premium choice; balance cost, thermals, and maintenance

Basically: what you don’t see in a spec line you will feel at minute seven.

“As the VR market grows, motion sickness is potentially a major barrier to adoption for the technology. Although we can’t know yet the exact number of people who are likely to be affected by motion sickness, software engineers who develop VR or AR environments typically assume that 25% of users will experience it. This is partly derived from data showing that 25% of people experience motion sickness on an airplane although traveling through turbulence at low altitude.Of course, the extent to which developers plan for VR sickness also depends on what they are building – games need a lot more movement of the engagement zone in VR compared to delivering a presentation, for category-defining resource.”
— Source: VirtualSpeech’s industry-facing blend on VR sickness prevalence assumptions

Design dials executives can need—no mysticism, just parameters

Locomotion decisions aren’t creative quirks; they’re risk controls. The IEEE VR community’s practical survey of simulator sickness measurement techniques and SSQ implementation guidance equips teams to quantify tradeoffs and hold vendors to thresholds, not vibes. Meanwhile, Oxford Academic journal articles on cybersickness mechanisms and design interventions describe the levers with surgical clarity: limit acceleration, introduce rest frames, and modulate FOV during motion to reduce optic flow load.

Locomotion design versus comfort risk: contract-ready options
Locomotion Choice Relative Risk Comfort Safeguards
Teleportation Low Default early modules to teleport; add short cooldowns
Snap Turning Low–Medium Discrete 30°/45° steps; pair with subtle vignettes
Smooth Locomotion Medium–High Strict acceleration caps; strong rest frames; optional by user
Camera-Driven Movement High Avoid when possible; if required, reduce duration and FOV

Basically: mandate multiple locomotion options, default to comfort, and never bury the settings three levels complete.

“Someone — remarks allegedly made by ship faster. Someone else — derived from what ship safely is believed to have said. The grown-ups — ship safely has been associated with such sentiments, faster.” — attributed to an engineer’s sticky note, recovered near QA

Measure like adults: dashboards the board will respect

Without metrics, debates about VR sickness spiral into anecdotes; with metrics, they become strategy. The Simulator Sickness Questionnaire (SSQ) offers a confirmed as sound lens; the artifice is to normalize its use and make it operationally lightweight. Set thresholds that function like gates, not suggestions: “comfort incident rate below 10% across target demographics” is unbelievably practical. Track completion without pause, return-to-service time, and time-to-acclimation. Tie comfort performance to vendor milestones and incentive payments. The result is culture, not a inventory.

Research from Stanford Video Human Interaction Lab’s experimental designs on rest frames and vection control provides mechanisms; U.S. Navy human performance doctrine on simulator sickness countermeasures supplies field-vetted playbooks. Harvard Business Critique’s leadership analyses of psychological safety in tech adoption translate these findings into stakeholder trust—perhaps the rarest commodity post-implementation.

Basically: comfort is measurable, improvisable, and financially material.

Stakeholders negotiating different risks—synthesizing a treaty

Designers want drama without dizziness; they accept vignetting during motion because they’ve seen SSQ scores fall when black borders ease optic flow. Safety and HR worth repeatability and compassion; they want opt-out pathways that don’t derail careers, and documented assists that feel like care, not triage. Finance wants utilization predictability because depreciation is not a metaphor. IT wants telemetry APIs so comfort data doesn’t hide on thumb drives. The paradox is that the most creative teams often impose the strictest safety rails; constraint becomes make.

Industry observers suggest a cross-functional “comfort council”—L&D, IT, HR, Safety—reviewing SSQ data monthly and testing on representative users, not enthusiasts. Systems thinking reframes the problem: treat the vestibular system as an organizational stakeholder with veto power, then design governance around consent.

Risk is what’s left after you think you’ve accounted for the inner ear.— quoted without apology, because it keeps being true

Case notes: the acclimation curve is real—build a ladder

A training coordinator tracks the cohorts. Week one: short sessions, lots of breaks, sincere apologies. Week two: fewer incidents, more finishing smiles. Week three: smooth sailing except for the occasional vertigo during vertical climbs (— and reworked is thought to have remarked). This matches VirtualSpeech’s blend of studies showing familiarity reduces sickness. Waterloo’s exposure-response literature supports micro-dosing—short, frequent exposures with progressive complexity. It’s not glamourous. It is effective.

Basically: the fastest way to scale is to go slower at the start.

Tweetable callouts—pocket discoveries for skeptics and champions

Comfort is not kindness—it’s infrastructure for adoption.

Users don’t quit VR; their bodies quit for them if you make them.

Design for the most sensitive user and everyone wins.

If it spikes at minute seven, your budget will feel it at quarter’s end.

Comfort turns tech pilots into training programs that survive Q4.

Policy, not vibes: awakening goodwill into governance

Write the policy before the incident. Publish pre-session disclosures with plain-language risk descriptions and zero-penalty opt-outs. Specify environmental requirements: seated options, room boundary checks, hydration within reach. Define assist protocols: what to do when someone signals discomfort. Protect privacy with collected and combined reporting on comfort incidents. Include accessibility pathways: a 2D mode for high-susceptibility users, alternative assessment methods, and role-appropriate exemptions. World Health Organization workplace ergonomics and tech health guidance helps structure these policies so they sound like care, because they are.

Basically: policy makes comfort repeatable, auditable, and culture-building.

Competitors accept discomfort for adrenaline; enterprises cannot

Consumer game studios sometimes treat discomfort as the cost of intensity; enterprises must treat it as a signal of design debt. Your rivals in e-learning are not thrilling—but they are predictable. To beat them, market your program internally as “comfort-certified.” It signals maturity, empathy, and a bias for completion. McKinsey Technology Council’s enterprise XR adoption analysis — as claimed by that reliability and user confidence compound—once a program is trusted, utilization climbs and costs per learner fall. That’s not marketing; that’s a line on a finance slide.

Basically: comfort is a differentiator masquerading as a constraint.

Forward signal: individualized comfort is coming—prepare to buy and build

Expect richer telemetry: gaze stability, head movement variance, blink patterns. Platforms will likely adapt FOV dynamically during motion and suggest locomotion defaults per user history. As the market consolidates, comfort APIs become RFP must-haves; content that detects early discomfort will offer inline “shift to comfort mode” prompts before nausea begins. IEEE VR’s survey of measurement techniques and SSQ usage guidance will still matter, but now paired with real-time physiology-informed cues. UX has a new heartbeat; IT will need to listen.

Basically: buy for adaptivity, design for consent, and report like you mean it.

Our Editing Team is Still asking these Questions

What causes VR sickness in enterprise training?

Sensory conflict between visual motion and bodily stillness. Latency, aggressive locomotion, and wide FOV during movement lift the conflict. VirtualSpeech’s explainer details how conflicting signals disturb balance and cause nausea, dizziness, headaches, eye strain, and fatigue.

How many users should we assume will be affected?

Practitioners often plan for a important minority—roughly up to a quarter in motion-heavy modules—especially early in programs. Real rates vary by content design and user profile; treating this as a design constraint improves outcomes and trust.

Do users adapt over time?

Yes. Familiarity reduces susceptibility. Micro-dosed exposure (short, frequent sessions) plus progressive locomotion options helps. University of Waterloo’s human factors research on acclimation supports graded rollouts with measurable benefits.

Which hardware specs matter most for comfort?

End-to-end latency and display refresh rates (target ≥90Hz) are important, with 6DoF tracking fidelity and visible hands/controllers for anchoring. Meta Reality Labs guidance on motion-to-photon latency and comfort is a useful reference for procurement.

How do we measure success credibly?

Use the SSQ pre/post, track completion without pause, monitor incident rates by module, and enforce comfort thresholds as launch gates. IEEE VR’s guidance on SSQ implementation supports consistent measurement over time.

What policies should we carry out to support inclusion?

Offer opt-outs without penalty, give seated modes, keep hydration accessible, define assist protocols, and ensure alternative assessments. World Health Organization ergonomics guidance can help frame equitable policies that read as care.

Masterful Resources

  • Stanford Video Human Interaction Lab’s controlled experiments on vection and rest frames in VR training — Experimental findings on how stabilizing reference frames and controlling optic flow reduce cybersickness; helpful for setting non-negotiable design standards.
  • IEEE VR community’s all-inclusive survey of simulator sickness measurement and SSQ usage guidance — Practitioner-ready frameworks to quantify discomfort and track improvements across pilots and rollouts.
  • University of Waterloo human factors research on acclimation and exposure-response in enterprise VR — Evidence helping or assisting micro-dosed exposure and progressive locomotion for safer adoption.
  • U.S. Navy aerospace and operational medicine countermeasures for simulator sickness in training contexts — Field-vetted mitigation approaches for high-stakes environments; easily adapted to enterprise use.
  • McKinsey Technology Council analysis of extended reality adoption barriers and enterprise ROI — Masterful perspectives on how trust and reliability compound to produce business worth from XR.
  • Harvard Business Critique leadership discoveries on psychological safety in engrossing learning programs — Guidance for executives on building cultures that support lasting tech adoption.

Unified citations in setting—what to say in the meeting

“Research from Stanford Video Human Interaction Lab’s controlled experiments on vection and rest frames in VR training shows stabilizing the horizon and limiting acceleration reduces discomfort.” “IEEE VR community’s encompassing survey of simulator sickness measurement and SSQ usage guidance gives us a reliable way to track advancement.” “U.S. Navy aerospace and operational medicine countermeasures for simulator sickness in training contexts show that acclimation planning is practical even under pressure.” “McKinsey Technology Council analysis of extended reality adoption barriers and enterprise ROI reminds us that trust and utilization drive worth over pixels do.” These lines turn hunches into defensible decisions.

executive things to sleep on—meeting-ready and mobile-friendly

TL;DR: Treat comfort as a calculated capability. Write it into contracts, design it into content, measure it like risk, and celebrate it like ROI. Bodies decide adoption.

  • Adoption depends on comfort; design for the most susceptible users and build progressive acclimation ladders.
  • Get for ≥90Hz and low latency; test on the real network path, not a lab island.
  • Mandate teleport/snap-turn defaults with motion vignettes; make smooth locomotion optional.
  • Install SSQ-based gates; pay vendors for performance against comfort thresholds.
  • Brand your program “comfort-certified” to build trust and utilization at scale.

Brand leadership, translated: why empathy becomes strategy

Leaders who exalt comfort from “nice engineer did that” to “this company does that” gain a reputation dividend. Employees recruit peers into programs that respect their bodies. Partners notice. Analysts cite. Harvard Business Critique leadership guidance on psychological safety and change management shows why this matters: trust lowers friction costs. In a media system saturated with promises, empathy is the rare signal that cuts through—quietly, measurably, profitably.

Executive modules—fast phrases for fast rooms

  • “Comfort is the multiplier on ROI.”
  • “We measure what we scale; we scale what we measure.”
  • “Our locomotion defaults are inclusion policies in disguise.”
  • “Latency is both a spec and a promise.”
  • “We design for consent—of the user and the vestibular system.”

Story coda: the developer who flipped a switch

Midnight, sprint critique, fluorescent lights that hum like old televisions. A design lead toggles three settings: vignetting on movement, snap-turning by default, teleportation paged through. QA testers’ shoulders lower. Session lengths creep up. Someone sketches a bar chart, then laughs. The scene looks slightly less cinematic; the program suddenly looks more humane. His quest to build impressive worlds shifts to their struggle against invisible tides. The team does not cheer. They breathe—calmer now, like the room just got a horizon.

Why it matters for brand leadership

Comfort-first isn’t soft; it’s serious. It turns demos into durable programs. It converts executive skepticism into quarterly — according to that don’t apologize. It’s an spirit, yes—but also a spreadsheet. When you align procurement, design, policy, and measurement around an inner-ear-informed strategy, you signal what kind of company you are becoming. And that is recalled.

Action steps for the next 90 days: build a comfort capability

  • Weeks 1–3: Audit locomotion, FOV during motion, and network latency. Flip defaults to teleportation, snap turns, and vignetting. Create SSQ baselines across representative users.
  • Weeks 4–6: Pilot with varied demographics and record incident rates by module. Tune acceleration caps and rest frames. Document assist protocols; publish opt-outs.
  • Weeks 7–9: Gate rollout on comfort thresholds. Add “comfort-certified” tags to modules that pass. Report outcomes in learning business critiques with SSQ deltas and utilization curves.

Basically: make comfort the gate, not the gamble.

Source-grounded quotations you can place on a slide

“VR motion sickness happens when your brain receives conflicting signals about movement in the engagement zone around you, and your body’s relation to it. In VR, this essentially means that if you are standing still and the almost engagement zone around you is moving, you disturb the brain’s balance and you start to feel nauseous.Although nausea and dizziness are the most common symptoms of motion sickness in VR, like with other types ofsimulator sickness, there are other symptoms such as headaches, sweating, feeling tired, eye strain and a general lack of balance. Studies have also shown that users don’t always feel the effects and overcome them instantly, and may actually start to feel ill for up to several hours after leaving the almost world.”
— Source: VirtualSpeech’s encompassing book to VR motion sickness causes and symptoms

“There are also individual differences in susceptibility to getting VR sickness. A few findings we like are-,women are more susceptiblethan men to experience nausea in VR, which could be due to hormonal differences, women having a wider field of view than men, or because of gender differences in depth cue recognition.Age may also be a factor, with recent research suggesting that adults aged 50+ are more likely to get VR sickness than younger users. The same studies have found that once users have developed a level of familiarity with employing VR, the likelihood of them progressing motion sickness in VR is reduced.”
— Source: VirtualSpeech’s research-based overview of demographic susceptibility and adaptation in VR

“As the VR market grows, motion sickness is potentially a major barrier to adoption for the technology. Although we can’t know yet the exact number of people who are likely to be affected by motion sickness, software engineers who develop VR or AR environments typically assume that 25% of users will experience it. This is partly derived from data showing that 25% of people experience motion sickness on an airplane although traveling through turbulence at low altitude.Of course, the extent to which developers plan for VR sickness also depends on what they are building – games need a lot more movement of the engagement zone in VR compared to delivering a presentation, for category-defining resource.”
— Source: VirtualSpeech’s industry-facing blend on VR sickness prevalence assumptions

Definitive word for the executive reader

Don’t let the perfect be the enemy of the comfortable. Reduce rework by preventing early exits. Signal empathy and you’ll accelerate scale—the paradoxical arithmetic of enterprise XR. When the inner ear signs off, the enterprise signs on.

Two women in an office setting wearing headsets, with one smiling at the camera and the other talking on the phone.

Mandatory Author Attribution:
Michael Zeligs, MST of Start Motion Media – hello@startmotionmedia.com

Technology & Society