| Literature DB >> 26889676 |
Xueni Pan1,2, Mel Slater3,4,5, Alejandro Beacco3, Xavi Navarro3, Anna I Bellido Rivas3, David Swapp5, Joanna Hale1, Paul Alexander George Forbes1, Catrina Denvir6, Antonia F de C Hamilton1, Sylvie Delacroix6.
Abstract
BACKGROUND: Dealing with insistent patient demand for antibiotics is an all too common part of a General Practitioner's daily routine. This study explores the extent to which portable Immersive Virtual Reality technology can help us gain an accurate understanding of the factors that influence a doctor's response to the ethical challenge underlying such tenacious requests for antibiotics (given the threat posed by growing anti-bacterial resistance worldwide). It also considers the potential of such technology to train doctors to face such dilemmas. EXPERIMENT: Twelve experienced GPs and nine trainees were confronted with an increasingly angry demand by a woman to prescribe antibiotics to her mother in the face of inconclusive evidence that such antibiotic prescription is necessary. The daughter and mother were virtual characters displayed in immersive virtual reality. The specific purposes of the study were twofold: first, whether experienced GPs would be more resistant to patient demands than the trainees, and second, to investigate whether medical doctors would take the virtual situation seriously.Entities:
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Year: 2016 PMID: 26889676 PMCID: PMC4758661 DOI: 10.1371/journal.pone.0146837
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1The physical setup and virtual scenario.
(A) The participant wearing the head-mounted display and seated at the real desk that was registered with the virtual desk in virtual reality. (B) An overview of the scenario—the participant occupied the doctor position behind the desk. The medical student was seated to the right of the participant and the patient on the other side of the desk to the left, with her daughter to the right. (C) The patient and her daughter in conversation with the participant (D) the medical student.
Fig 2Box plot of Place Illusion and Plausibility by Experience.
The thick horizontal black lines are the medians, and the boxes are the interquartile ranges.
Fig 3Posterior distributions of p by Experience, compared to the prior distribution that p has a uniform distribution on [0,1].
Estimates from the Posterior Distributions of the Parameters for the binary logistic model for Prescription.
| Parameter Coefficients | Mean ± SD | Probability | 95% highest density interval |
|---|---|---|---|
| β0 Intercept | 24.3 ± 14.4 | P(β0 > 0) = 0.99 | 0.5 to 54.0 |
| β1 Coeff. of GP | -19.2 ± 15.0 | P(β1 < 0) = 0.92 | -50.6 to 7.1 |
| β2 Coeff. of PI | 3.9 ± 4.6 | P(β2 > 0) = 0.82 | -3.9 to 14.1 |
| β3 Coeff. of GP×PI | -4.3 ± 4.6 | P(β3 < 0) = 0.85 | -14.4 to 3.7 |
| β4 Coeff. of Psi | -6.9 ± 4.3 | P(β4 < 0) = 0.98 | -16.2 to 0.2 |
| β5 Coeff. of GP×Psi | 6.2 ± 4.4 | P(β5 > 0) = 0.96 | -1.2 to 15.8 |
Fig 4Scatter plots of estimated probability of prescription by place illusion and plausibility.