| Literature DB >> 34714889 |
Christine Vincent1, Margaret Eberts1, Tejal Naik2, Victoria Gulick3, C Virginia O'Hayer4.
Abstract
BACKGROUND: Virtual reality (VR) has proven effective in the treatment of specific phobias and trauma particularly when in-vivo exposure therapy might be costly (e.g. fear of flying, combat scenes). Similarly, VR has been associated with improvement of chronic pain and of acute pain during medical procedures. Despite its effectiveness as a healthcare tool, VR technology is not well-integrated into common practice. This qualitative study aims to explore the provider perception of the value of VR and identify barriers to VR implementation among healthcare providers.Entities:
Mesh:
Year: 2021 PMID: 34714889 PMCID: PMC8555834 DOI: 10.1371/journal.pone.0259364
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
VR in practice: Location, population, and time using VR.
| N (%) | |
|---|---|
| PROVIDER CLINICAL SETTING | |
| Academic institution | 12 (70.6) |
| Community practice (Individual) | 3 (17.6) |
| Other- Outpatient specialty medical clinic | 1 (5.9) |
| Other- Clinical VR programmer/designer/researcher | 1 (5.9) |
| PROVIDER CLINICAL POPULATION | |
| Mix of outpatient and inpatient | 8 (47.1) |
| Outpatient only | 9 (52.9) |
| LOCATION OF PATIENT VR USAGE |
|
| In person (outpatient) | 14 (82.4) |
| In person (inpatient) | 8 (47.1) |
| Client/patient independent use (client/patient uses app on their own) | 6 (35.3) |
| Virtually (telehealth) | 4 (23.5) |
| LENGTH OF TIME VR USED IN PRACTICE | |
| Less than 6 months | 1 (5.9) |
| 1–3 years | 6 (35.3) |
| Over 3 years | 10 (58.8) |
| PERCENT CLINICAL TIME SPENT USING VR | |
| 0–10% | 14 (82.4) |
| 11–25% | 2 (11.8) |
| 26–50% | 1 (5.9) |
| 51–75% | 0 (0) |
| 76–100% | 0 (0) |
* A total of 17 provider responses are included in the study.
** Providers were permitted to select more than one response; thus percentages are calculated with N = 17, but do not add up to 100%.
Provider perceptions of VR value in clinical practice.
| Agree | Disagree | |
|---|---|---|
| N (%) | N (%) | |
| VR treatment has been a valuable tool in my practice. | 16 (100.0) | 0 (0.0) |
| VR allows me to more accurately diagnose clients/patients. | 6 (37.5) | 10 (62.5) |
| VR allows me to individualize treatment to various clients/patients. | 14 (87.5) | 2 (12.5) |
| My clients/patients seem more engaged in their VR treatment than in traditional methods. | 15 (93.8) | 1 (6.3) |
| VR has helped my clients/patients with their progress in treatment compared with similar methods without VR. | 15 (93.8) | 1 (6.3) |
| I have received positive feedback from my clients/patients regarding the use of VR. | 16 (100.0) | 0 (0.0) |
| I have received negative feedback from my clients/patients regarding VR and… | ||
| … they have attributed this to a problem with content (unrealistic scenes, grainy display, etc). | 4 (25.0) | 12 (75.0) |
| … they have attributed this to a problem with technology (cybersickness, applications are not intuitive to use, discomfort of equipment, etc). | 6 (37.5) | 10 (62.5) |
| … they have a problem with the general perception of VR as a treatment tool. | 0 (0.0) | 16 (100.0) |
| Using VR has allowed me to have closer relationships to my clients/patients. | 10 (62.5) | 6 (37.5) |
| When using VR, I spend more time with clients/patients than I would using other treatment techniques. | 2 (12.5) | 14 (87.5) |
| I often felt rushed when using VR with my clients/patients. | 2 (12.5) | 14 (87.5) |
| Using VR in my practice presents more technical issues than I would otherwise experience. | 11 (68.8) | 5 (31.3) |
| VR apps for therapeutic use are generally intuitive for me to use. | 14 (87.5) | 2 (12.5) |
| VR apps for therapeutic use are generally intuitive for my clients/patients to use. | 12 (75.0) | 4 (25.0) |
| I would recommend the use of VR as a treatment tool to other providers in my field. | 16 (100.0) | 0 (0.0) |