卫生保健工作者工作场所暴力培训的虚拟现实:试点混合方法可用性研究。

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-09-15 DOI:10.2196/70817
Daniel Isaiah Jackson, Thipkanok Wongphothiphan, John Luna, Tensing Maa, Mary A Fristad, Yungui Huang, Brittany Schaffner, Jennifer Reese, Jason Wheeler, Brandon Abbott, Emre Sezgin
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引用次数: 0

摘要

背景:工作场所暴力(WPV)在卫生保健领域日益受到关注,对一线提供者、患者和来访者产生不利影响。传统的培训项目在为卫生保健专业人员提供降级和危机管理技能方面的长期效果有限。虚拟现实(VR)为WPV培训提供了一个创新的、沉浸式的、引人入胜的平台,可以解决传统方法的局限性。目的:本试验可用性研究的目的是评估一个原型VR培训课程的用户体验,该课程旨在为一线卫生保健人员准备WPV场景。我们评估了虚拟现实系统的实用性、参与性和感知价值,并确定了需要改进的领域。方法:对13名一线卫生保健提供者进行横断面混合方法研究。在独立头戴式耳机的VR环境中开发并部署了四个飞行员培训模块,以解决围绕WPV的各种主题:态势感知、自我意识和自我调节、团队动态和规避机动。参与者参与每个模块,并在培训期间提供定性反馈。采用快速定性分析技术对定性反馈进行分析。在完成试点培训课程后,参与者完成可用性(系统可用性量表)和用户体验(迷你玩家体验清单)的调查,并通过反应卡分享第一印象。结果:参与者发现试点VR培训很吸引人(迷你玩家体验清单;平均值5.23,标准差1.34),89%的反应卡反应反映了积极的印象,如“有价值”、“有创意”和“可访问”。然而,总体系统可用性量表得分(平均63.30,标准差9.53)表明可用性还有改进的空间。尽管参与者认为虚拟现实系统易于管理和直观,但首次用户在虚拟环境中导航时遇到了挑战。我们从定性反馈中确定了四个主题:(1)感知价值,(2)技术和导航障碍,(3)用户偏好,(4)视觉。参与者称VR训练模块令人耳目一新,因为沉浸在复杂的环境中,并指出了非玩家角色在语气和情感表达方面的改进。结论:尽管有报道的局限性,VR训练有潜力成为一种有用的WPV训练工具。它为医疗保健专业人员提供了一个身临其境的、动手的、安全的环境,但在最初的培训目标中,可能会给学习者带来挑战。虽然培训的总体参与度和价值很高,但改进对话的现实性和技术可用性将支持更广泛的采用。试点材料的未来迭代可能受益于探索特定角色的内容、多人游戏功能和人工智能驱动交互的集成,以提高响应能力。进一步的研究应将VR WPV培训与传统培训进行比较,以评估短期和长期培训效果的差异。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Virtual Reality for Workplace Violence Training of Health Care Workers: Pilot Mixed Methods Usability Study.

Virtual Reality for Workplace Violence Training of Health Care Workers: Pilot Mixed Methods Usability Study.

Virtual Reality for Workplace Violence Training of Health Care Workers: Pilot Mixed Methods Usability Study.

Virtual Reality for Workplace Violence Training of Health Care Workers: Pilot Mixed Methods Usability Study.

Background: Workplace violence (WPV) is a growing concern in health care, adversely impacting frontline providers, patients, and visitors. Traditional training programs have demonstrated limited long-term effectiveness in equipping health care professionals with de-escalation and crisis management skills. Virtual reality (VR) may offer an opportunity to create an innovative, immersive, and engaging platform for WPV training that could address the limitation of conventional methods.

Objective: The aim of this pilot usability study was to assess the user experience of a prototype VR training course designed to prepare frontline health care staff for WPV scenarios. We evaluated the VR system's practicality, engagement, and perceived value and identified areas for improvement.

Methods: A cross-sectional, mixed methods study was conducted with 13 frontline health care providers. Four pilot-training modules were developed and deployed in a VR environment on stand-alone headsets to address a variety of topics around WPV: Situational Awareness, Self-Awareness and Self-Regulation, Team Dynamics, and Evasive Maneuvers. Participants engaged with each module while providing qualitative feedback during the training. Qualitative feedback was analyzed using a rapid qualitative analysis technique. After completing the pilot training courses, participants completed surveys on usability (System Usability Scale) and user experience (mini Player Experience Inventory) and shared first impressions via Reaction Cards.

Results: Participants found the pilot VR training to be engaging (mini Player Experience Inventory; mean 5.23, SD 1.34), with 89% of Reaction Card responses reflecting positive impressions such as "valuable," "creative," and "accessible." However, the overall System Usability Scale score (mean 63.30, SD 9.53) indicated room for improvement in usability. Although participants identified the VR system as manageable and intuitive, first-time users experienced challenges navigating the virtual environment. We identified four themes from qualitative feedback: (1) Perceived Value, (2) Technical and Navigational Barriers, (3) User Preferences, and (4) Vision. Participants described the VR training modules as refreshing due to the immersion in complex environments and noted areas for improvements in the tone and emotional expressiveness of nonplayer characters.

Conclusions: Despite reported limitations, VR training has the potential to be a useful WPV training tool. It offers an immersive, hands-on, and safe environment for health care professionals to practice but may present challenges in engaging learners with the training objectives initially. While overall engagement and value in the training were high, refining dialogue realism and technical usability will support wider adoption. Future iterations of the pilot material may benefit from exploring role-specific content, multiplayer functionality, and integration of artificial intelligence-driven interactions to enhance responsiveness. Further research should compare VR WPV trainings with traditional trainings to evaluate differences in short- and long-term training effectiveness.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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