Samir Ghandour, Lydia Turner, Blaire Rikard, Michaela Sawada, Suely Fazio Ferraciolli, Andre Lupp Mota, Eleni Balasalle, Raul N Uppot, Min Lang
{"title":"Establishing Medical Extended Reality Labs Within Healthcare Institutions: A Nationwide Perspective.","authors":"Samir Ghandour, Lydia Turner, Blaire Rikard, Michaela Sawada, Suely Fazio Ferraciolli, Andre Lupp Mota, Eleni Balasalle, Raul N Uppot, Min Lang","doi":"10.1177/29941520251377074","DOIUrl":"10.1177/29941520251377074","url":null,"abstract":"<p><p>The use of extended reality (XR) technologies, including virtual reality, augmented reality, and mixed reality, has the power to transform the health care field and revolutionize medical education through its wide-ranging applications. Though the potential benefits of XR technologies are clear, the establishment of medical extended reality (MXR) Labs remains multifaceted and challenging. This work sought to better understand the process by which MXR Labs are established, the challenges faced, and ultimately the integration of the MXR technology into clinical practice. A qualitative approach was taken as focused interviews were conducted with directors from established XR research labs and centers. Thematic analysis of the interviewee responses examined the motivations for establishing an MXR Lab, the potential for MXR in health care, and the relationships between MXR Labs and industry. The resistance to MXR technology adoption and the challenge of funding during MXR Lab establishment were also explored. By providing insights into the process of establishing MXR Labs, this work seeks to help future stakeholders navigate potential obstacles more effectively, leading to a smoother path for the integration of MXR technology into medical education and clinical practice.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"223-229"},"PeriodicalIF":0.0,"publicationDate":"2025-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13387258/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Anna M Wiese, Jarrod Reisweber, Mark Lambert, Ginna Lambert, Joseph Gauntlett, James M Bjork
{"title":"Transcending Self Therapy Virtual Reality Expansion: Effect on Engagement, Completion and Temporal Usage Patterns.","authors":"Anna M Wiese, Jarrod Reisweber, Mark Lambert, Ginna Lambert, Joseph Gauntlett, James M Bjork","doi":"10.1177/29941520251372153","DOIUrl":"10.1177/29941520251372153","url":null,"abstract":"<p><p>Transcending Self Therapy (TST) is an integrative cognitive behavioral therapy for substance use disorders (SUDs) that was adapted into an immersive virtual reality (VR) platform (TST-VR) featuring psychoeducation modules, mindfulness exercises, and interactive activities that reinforce TST principles. Utilizing an evidence-informed framework and incorporating feedback from a feasibility study, Transcending Self Therapy Virtual Reality (TST-VR) was expanded from a 4-Module version to a 10-Module version. Each of these modules contains four to six distinct lessons or interactive activities presented in a virtual environment. The aim of this study was to examine the effect of this expanded content on engagement with TST-VR. We hypothesized that the expanded content and feedback-informed changes incorporated into the 10-Module version would increase engagement in terms of total time (minutes) in the program and program completion. Fifty-eight military veterans receiving or being considered for SUD treatment (<i>N</i> = 34 in the 4-Module group; <i>N</i> = 24 in the 10-Module group) received access to TST-VR headsets. Usage metrics, including total time in headset, time of day usage, and module completion, were tracked to assess adherence and patterns of engagement. Contrary to concerns that more modules could increase attrition, veterans assigned the 10-Module program not only spent a higher average total time in headset but also showed a greater likelihood of completing all assigned modules. In an exploratory analysis, temporal analyses further revealed that overnight usage (midnight to 6 AM) was observed in a sizable minority in both groups (14% of users in 4-Module, 29% of users in 10-Module), suggesting that VR can function as an on-demand therapeutic resource beyond typical clinical hours. Additional insights were indicated, such as the counterintuitive finding that, in a population that may not be digitally literate with gaming devices, the amount of time spent in the early tutorial section (learning how to use the device controls) did not indicate whether a user would complete all Modules. These data imply that following user-centered design principles and expanding VR content (creating a larger, more fulfilling world) not only sustains but may increase patient engagement, warranting further study into how a larger virtual world can foster adherence and SUD treatment engagement.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"244-254"},"PeriodicalIF":0.0,"publicationDate":"2025-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12529074/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145331523","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Francis J Real, Andrea Meisman, Julie Wijesooriya, Lori E Crosby, Brittany L Rosen
{"title":"Using Intervention Mapping to Develop a Virtual Reality Intervention to Support COVID-19 Vaccination Among Black Families.","authors":"Francis J Real, Andrea Meisman, Julie Wijesooriya, Lori E Crosby, Brittany L Rosen","doi":"10.1177/29941520251377072","DOIUrl":"10.1177/29941520251377072","url":null,"abstract":"<p><p>Pediatric uptake of COVID-19 vaccines is low, particularly among Black children. There is a critical need for pediatric clinicians to address COVID-19 vaccine concerns through community-centered, culturally appropriate communication strategies. Virtual reality (VR) may provide a modality to support clinicians' relational skills related to COVID-19 vaccine by providing a safe, realistic environment to practice preferred communication behaviors. The aim of this project was to use Intervention mapping (IM), a six-step framework, to cocreate a VR intervention with Black families to support COVID-19 vaccine uptake. For IM, step 1 (develop a logic model of the problem) and step 2 (identify program objectives and outcomes), our team used quantitative and qualitative methods to identify caregiver, adolescent, and young adult factors associated with intention and decisions to vaccinate against COVID-19. IM step 3 (program design) consisted of assembling planning board sessions with the Black community stakeholders including adolescents, young adults, and caregivers, along with primary care pediatric clinicians. A modified Delphi technique was used to build consensus for salient COVID-19 vaccine concerns and communication preferences. During IM step 4 (program production), the VR intervention (Virtual Immersive Communication Training on Recommending Immunization COVID-19) and accompanying simulation flowsheets were developed. An implementation plan was developed for IM step 5 (program implementation) and an evaluation plan for IM step 6 (evaluation). Through IM, an intervention centered on the needs and preferences of Black families was successfully developed. Lessons learned using IM included: (1) the importance of collaborating with patients and families on clinical topics where there is limited data, (2) the use of rigorous methods such as the modified Delphi approach to help build consensus, and (3) community relationships are critical to drive culturally informed technology-based interventions, especially when urgency is required.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"230-243"},"PeriodicalIF":0.0,"publicationDate":"2025-09-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13387259/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681890","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Albert Rizzo, Sharon Mozgai, Alexandros Sigaras, John E Rubin, Rohan Jotwani
{"title":"Expert Consensus Best Practices for the Safe, Ethical, and Effective Design and Implementation of Artificially Intelligent Conversational Agent (i.e., Chatbot/Virtual Human) Systems in Health Care Applications.","authors":"Albert Rizzo, Sharon Mozgai, Alexandros Sigaras, John E Rubin, Rohan Jotwani","doi":"10.1177/29941520251369450","DOIUrl":"10.1177/29941520251369450","url":null,"abstract":"<p><p>The integration of artificially intelligent conversational agents (AICAs), variously referred to as chatbots and virtual humans (VHs), is transforming health care delivery and education. This article explores our perspective on best practices for the evolution, potential, and ethical considerations of AICAs in clinical and educational contexts. Early applications of simulation technology in health care focused on productivity improvements, teletherapy, and virtual reality therapy applications. Recent technological advancements have enabled the development of high-fidelity extended reality systems and AICAs capable of engaging users in credible interactions. These systems leverage natural language processing, machine learning, large language models, and advanced VH authoring software to create interactive, personalized, and engaging experiences. Recent efforts in the creation of AICAs suggest significant potential benefits, including enhanced patient engagement, improved access to self-care resources, and low-stigma interaction environments. They have demonstrated promise in mental health support, providing a sense of safety and encouraging open disclosure. However, the rapid adoption of AICAs raises critical challenges, including safeguarding user privacy, ensuring system reliability, and addressing ethical concerns. Incidents of harm, such as inappropriate interactions and psychological distress, highlight the need for rigorous design and implementation best practices. This article outlines key principles for developing safe, effective, and equitable AICAs, emphasizing transparency in artificial intelligence (AI) identity, accountability, cultural sensitivity, and informed consent. Additionally, the authors advocate for robust privacy measures, adaptive learning capabilities, and evidence-based content validation to optimize user experience and maintain trust. To mitigate risks, a \"human-in-the-loop\" approach is recommended, ensuring health care professionals oversee AI-supported decisions. By adhering to these best practices, AICAs can enhance health care accessibility, support clinical training, and complement human professionals. This work aims to provide a foundation for the ethical and effective integration of AICAs, maximizing their potential while minimizing risks, ultimately advancing patient care and education in the digital age.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"209-222"},"PeriodicalIF":0.0,"publicationDate":"2025-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12529073/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145331520","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Joshua Olexa, Nick Caffes, Maureen Rakovec, Jordan R Saadon, Ashish Sharma, Nicole Wenger, Annie Trang, Charles Sansur
{"title":"What Is Old Is New Again-Use of Augmented Reality in Craniometric Point Identification and Neuroanatomy Education.","authors":"Joshua Olexa, Nick Caffes, Maureen Rakovec, Jordan R Saadon, Ashish Sharma, Nicole Wenger, Annie Trang, Charles Sansur","doi":"10.1177/29941520251377066","DOIUrl":"10.1177/29941520251377066","url":null,"abstract":"<p><p>Traditional methods of teaching neurosurgery have often been inadequate in capturing the interest of students and maintaining their attention throughout the learning process. Augmented reality (AR) technology has been proposed as a solution to this problem by providing an interactive and immersive experience for students. In this article, we use an AR application on the Microsoft HoloLens 2 to educate students about neuroanatomy, promote greater interest and engagement with the field of neurosurgery, and facilitate communication between students and neurosurgeons. We present an exercise in which the AR application was used to educate high school students on skull-based craniometric landmarks commonly used by neurosurgeons. Students were asked to locate points on the skull with and without the assistance of AR and were surveyed about their experience using AR. The results suggest greater student engagement and a positive learning experience. Students were able to target craniometric points on the skull with greater accuracy using AR than without. Overall, students felt that incorporating AR into their education improved their ability to learn neuroanatomy and increased their interest in the field of neurosurgery. This study provides a pilot feasibility study with findings that suggest that AR has the potential to enhance the way neurosurgery and neuroanatomy are introduced to early learners through increased interaction and engagement.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"203-208"},"PeriodicalIF":0.0,"publicationDate":"2025-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13387253/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681861","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Aimee K Hildenbrand, Melanie Pitone, Benjamin Bear, Corinna L Schultz, Sherman Finch, Danielle Morley, Stephanie Hubbard, Alyssa Decino, Melissa A Alderfer, Lori E Crosby, Fredric Freeman
{"title":"Design and Refinement of CyberCell<sup>TM</sup>, a Virtual Reality Health Education Program for Adolescents and Young Adults with Sickle Cell Disease.","authors":"Aimee K Hildenbrand, Melanie Pitone, Benjamin Bear, Corinna L Schultz, Sherman Finch, Danielle Morley, Stephanie Hubbard, Alyssa Decino, Melissa A Alderfer, Lori E Crosby, Fredric Freeman","doi":"10.1177/29941520251374284","DOIUrl":"10.1177/29941520251374284","url":null,"abstract":"<p><p>For people living with sickle cell disease (SCD), the risk for disease complications and premature death rises sharply in adolescence and young adulthood, when chronic organ damage is compounded by reduced preventive care. To make informed health care decisions, adolescents and young adults (AYAs) require effective education about their health condition and treatment options. We aimed to systematically design and develop a user-centered, evidence-based virtual reality (VR) health education program to optimize the use of SCD therapies among AYAs with SCD. We engaged a diverse team including AYAs with SCD and their caregivers, multidisciplinary SCD clinicians and researchers, patient education specialists, and health technology developers. Stakeholder meetings and codesign workshops were used to evaluate end-user and implementer needs, develop low- and high-fidelity prototypes of the VR program, and draft an implementation plan. Subsequently, iterative cycles of usability testing were conducted with 17 AYAs with SCD (<i>M</i> = 16.82 years, 59% male, 94% Black) and six SCD clinicians (83% female, 50% Black) to assess technical and functional reliability and to refine the implementation plan. Rapid assessment procedures were used to synthesize think-aloud field notes and qualitative interview data into a summary matrix of potential prototype modifications. Through these iterative, user-centered design processes, our team developed and refined CyberCell<sup>TM</sup>, a VR health education program for AYAs with SCD. CyberCell provides immersive, interactive, and evidence-based education about SCD and treatment options, with the goal of facilitating deeper learning and increasing motivation for health behavior change. Think-aloud procedures revealed various challenges with wayfinding and interaction in early prototype versions, which were addressed to improve user experience. Interviews demonstrated satisfaction with CyberCell and potential positive impacts on patient-provider communication and patient health behaviors. Future research will evaluate the feasibility and effectiveness of CyberCell on enhancing the reach and uptake of disease-modifying therapies, thereby improving health for AYAs with SCD.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"190-202"},"PeriodicalIF":0.0,"publicationDate":"2025-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12516198/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145294975","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
David V Swetland, Heidi J Sucharew, Bradley Cruse, Michael Glisson, Francis J Real
{"title":"A Mixed-Methods Evaluation of a Novel, Augmented Reality Educational App for Asthma.","authors":"David V Swetland, Heidi J Sucharew, Bradley Cruse, Michael Glisson, Francis J Real","doi":"10.1177/29941520251372952","DOIUrl":"10.1177/29941520251372952","url":null,"abstract":"<p><strong>Background: </strong>Asthma education is an important component of asthma management and control. Technology-based approaches via mobile health applications have been studied in many different diseases, including asthma. Innovative educational approaches, such as augmented reality (AR) serious games, may be effective and appealing to caregivers of children with asthma, with the goal of improving asthma control.</p><p><strong>Objectives: </strong>The purpose of this mixed-methods study was to assess the usage, acceptability, and feasibility of an AR component to the <i>CHANGE-Asthma</i> (Clinic, Home, and On-the-Go Education for Asthma) app, an educational bundle using serious games to support self-directed learning.</p><p><strong>Methods: </strong>This was an explanatory, sequential mixed-methods study. Quantitative data consisted of usage time within the app. Qualitative data consisted of semi-structured interviews evaluated via thematic analysis to identify recurring themes related to their experiences.</p><p><strong>Results: </strong>Time spent within the app decreased after the first week. The mean total time spent within the app was 8.6 min over an average of 14 weeks (range 9-19 weeks). Themes identified from thematic analysis included perceptions of the app as helpful to both participants and others with AR supporting asthma management skills. Some users reported technological challenges with using AR.</p><p><strong>Conclusions: </strong>Despite low usage of the <i>CHANGE-Asthma</i> app, caregivers held an overall positive view of the app and its educational features. AR was well received as a tool for deliberate practice but limited by difficulty with utilizing the AR feature on their personal devices.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"183-189"},"PeriodicalIF":0.0,"publicationDate":"2025-09-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13387246/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681569","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jason Konzelmann, William B Belk, Zaleha Abdullah Mahdy, Sindhu Bhargavi Mallala, Samantha Smeltzer, Mary Lee Carter
{"title":"Extended Reality-A Narrative Review of Current State and Best Use in Health Care Simulation.","authors":"Jason Konzelmann, William B Belk, Zaleha Abdullah Mahdy, Sindhu Bhargavi Mallala, Samantha Smeltzer, Mary Lee Carter","doi":"10.1177/29941520251367055","DOIUrl":"10.1177/29941520251367055","url":null,"abstract":"<p><p>Extended reality (XR) is rapidly gaining ground in the field of health care simulation. Much remains to be explored in terms of how best to make use of this simulation modality while at the same time maintaining adherence to health care simulation standards of best practice. The effect of XR on learner cognitive load is controversial. On the contrary, XR is considered facilitative towards reducing cognitive load by enhancing audio-visual learning. However, technical adaptation requires adequate exposure to the device, in addition to which cybersickness can be a challenging side effect for users. Therefore, it is essential that prior to using XR simulations in health care education, both faculty implementers and learners should be provided with thorough training on how to use the technology effectively. Learning should be scaffolded by gradually increasing the complexity of XR simulations as learners become more proficient. Adapting simulation design principles for technology-enriched learning environments may help reduce cognitive load as well as positively affect performance. Novice learners benefit when they learn supporting information separately from complex procedural content. Extraneous cognitive load can also be minimized by avoiding redundant expressions of content. Future research should focus on improving XR-related hardware and software and assessing the effectiveness of XR as a simulation modality.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"174-182"},"PeriodicalIF":0.0,"publicationDate":"2025-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13387251/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Alicia Pan, Sacha Moreau, Ghazal Rafeeh, Naba Ahsan, Christopher L Robinson, Min Lang, Margot Paul, James Khan, Alexandra Thérond
{"title":"The Role of Virtual Reality in Chronic Pain and Loneliness: Narrative Review.","authors":"Alicia Pan, Sacha Moreau, Ghazal Rafeeh, Naba Ahsan, Christopher L Robinson, Min Lang, Margot Paul, James Khan, Alexandra Thérond","doi":"10.1089/jmedxr.2024.0063","DOIUrl":"10.1089/jmedxr.2024.0063","url":null,"abstract":"<p><p>Chronic pain and loneliness are significant public health challenges that often intersect, leading to a cyclical cycle of physical, emotional, and social distress. The COVID-19 pandemic has further exacerbated these issues, highlighting the need for innovative solutions. Virtual reality (VR) has emerged as a promising tool for managing chronic pain and alleviating loneliness, but its potential to address the complex interplay between these conditions remains underexplored. This narrative review aims to synthesize current evidence on the effectiveness of VR interventions in managing chronic pain and loneliness, identify key themes and knowledge gaps, and provide recommendations for future research and clinical applications. A literature search was conducted, focusing on randomized controlled trials, cohort studies, and case-control studies published between January 2020 and December 2024 that investigated VR interventions for chronic pain and loneliness in adult populations. Studies were analyzed for recurring themes, trends, applications, and implications. VR interventions demonstrate the potential to reduce pain intensity, improve mood, and foster social connectedness through immersive, interactive experiences. Several key themes emerged, including the importance of multisensory stimulation, personalization, and social presence in enhancing VR's therapeutic effects. However, challenges related to accessibility, user experience, and long-term efficacy remain. VR offers a promising approach to managing chronic pain and loneliness, with the potential to improve patient outcomes and quality of life. Future research should address identified barriers, develop culturally adaptive interventions, leverage artificial intelligence for personalization, and conduct longitudinal studies to assess long-term benefits and potential side effects. Integrating VR into collaborative health care teams and comprehensive treatment plans has the potential to maximize its impact and help with cost efficiencies. Advancing VR technology will require continued research to maximize its potential to enhance physical, emotional, and social well-being for those experiencing chronic pain and loneliness.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"142-159"},"PeriodicalIF":0.0,"publicationDate":"2025-07-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13387250/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681871","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Katherine Moran Sweterlitsch, Eynav E Accortt, Kenneth H Kim, Melissa Wong, B J Rimel
{"title":"Assessing Patient Perceptions of Virtual Reality Use for Pelvic Exams.","authors":"Katherine Moran Sweterlitsch, Eynav E Accortt, Kenneth H Kim, Melissa Wong, B J Rimel","doi":"10.1089/jmedxr.2024.0045","DOIUrl":"10.1089/jmedxr.2024.0045","url":null,"abstract":"<p><p>The objectives of this study were to evaluate patient willingness to use virtual reality (VR) for future pelvic exams and whether this proclivity is associated with a history of trauma and/or mental health concerns. This was an Institutional Review Board-approved acceptability pilot study performed at a single site with human participants. Trauma/toxic stress (Adverse Childhood Experiences ≥4), post-traumatic stress disorder (Impact of Events Scale ≥26), and anxiety (Overall Anxiety Severity and Impairment Scale ≥7) screenings were performed. Patients then attended a proctored VR experience and completed a modified Unified Theory of Acceptance and Use of Technology (mUTAUT) survey. Analysis was performed using descriptive statistics and logistic regression. Fifty percent (6/12) of patients indicated they would utilize VR during a future pelvic exam. Trauma/toxic stress, post-traumatic stress, and anxiety rates were 25%, 25%, and 58.3% respectively, but were not associated with device use willingness. The mUTAUT scores showed VR proclivity based on <i>facilitating conditions</i>, <i>social influence</i>, and <i>behavioral intentions</i>. Half of the patients would opt for VR during future pelvic exams, but no correlation was seen with anxiety, post-traumatic stress, or trauma/toxic stress.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"2 1","pages":"132-141"},"PeriodicalIF":0.0,"publicationDate":"2025-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13387464/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681816","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}