| Literature DB >> 35058823 |
Olivia S Chung1, Tracy Robinson2, Alisha M Johnson1, Nathan L Dowling3, Chee H Ng3, Murat Yücel1, Rebecca A Segrave1.
Abstract
Objectives: Virtual reality (VR) has emerged as a highly promising tool for assessing and treating a range of mental illnesses. However, little is known about the perspectives of key stakeholders in mental healthcare, whose support will be critical for its successful implementation into routine clinical practise. This study aimed to explore the perspectives of staff working in the private mental health sector around the use of therapeutic VR, including potential implementation barriers and facilitators.Entities:
Keywords: barriers; facilitators; implementation; mental health; psychiatry; qualitative study; virtual reality
Year: 2022 PMID: 35058823 PMCID: PMC8764380 DOI: 10.3389/fpsyt.2021.791123
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 5.435
Sample characteristics.
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| Clinical background | ||
| Mental health nurse | 6 (43) | |
| Psychologist | 2 (14) | |
| Psychiatrist | 2 (14) | |
| Other allied health | 4 (28) | |
| Settings worked in current role (multiple answers) | ||
| Inpatient | 7 (50) | |
| Outpatient (e.g., outreach, day program) | 5 (35) | |
| Intake | 2 (29) | |
| Clinical Research | 2 (14) | |
| Years of clinical/management experience | 10 (10) | 5 (5) |
| ≤ 1 y | 1 (7) | 1 (20) |
| 2–5 y | 5 (36) | 2 (40) |
| 6–10 y | 3 (21) | 1 (20) |
| 11–15 y | 2 (14) | 1 (20) |
| 16–20 y | 1 (7) | |
| > 20 y | 2 (14) | |
| Age (years) | 40 (12) | 45 (20) |
| 20–29 y | 3 (21) | |
| 30–39 y | 6 (43) | 2 (40) |
| 40–49 y | 3 (21) | 2 (40) |
| ≥50 y | 3 (21) | 1 (20) |
| Gender | ||
| Male | 4 (29) | 1 (20) |
| Female | 10 (71) | 4 (80) |
| Prior recreational use of virtual reality | ||
| Yes | 5 (36) | 2 (40) |
| No | 9 (64) | 3 (60) |
Other allied health: counsellor, occupational therapist, intake clinician.
Figure 1Example of VR scenario (i.e., domestic kitchen) developed for use in OCD treatment, experienced by participants during their interview immersion.
Figure 2Example of VR scenario (i.e., public bathroom) developed for use in OCD treatment, experienced by participants during their interview immersion.
Definitions of themes and subthemes.
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| Clinical factors that may influence the perceived appropriateness of VR |
| Patient engagement | Perceived influence of VR on patient help-seeking or engagement with treatment |
| Therapeutic efficacy | Knowledge of, or questions regarding, therapeutic efficacy of VR-based therapies |
| Clinical applications | Knowledge of, or perceptions about, the appropriateness, relevance, or suitability of VR for a given clinical disorder (e.g., anxiety), setting (e.g., inpatient, outpatient), or intervention (e.g., exposure therapy). |
| Safety and ethical concerns | Concerns (actual or perceived) about identifying and/or managing ethical or safety risks (e.g., contraindications, side effects) when using VR with patients |
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| Service context factors that may influence the perceived appropriateness and feasibility of VR |
| Business case | A strong business case or rationale for implementing VR, which considers both benefits and costs/risks clinically and to the service |
| Collaborative stakeholder planning | Consultation and collaborative planning with key stakeholder groups (e.g., clinicians, managers, administrative staff, patients, private health funds) |
| Local opinion leaders | Recruiting and involving individuals with formal or informal influence over the attitudes/beliefs of their colleagues as a strategy to promote VR use |
| Service culture | Service cultural norms and values that may support or hinder the uptake of VR (e.g., patient-centred care, innovation) |
| Resourcing challenges | Perceived resourcing requirements and constraints of the service setting (e.g., cost, staffing, space) that may hinder VR uptake |
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| Workforce-related factors that could influence the acceptability and feasibility of VR |
| Education and training | Availability and provision of promotional, educational, and training resources designed to increase familiarity with VR, develop skills and encourage use of VR clinically (e.g., workshops, seminars, guidelines, manuals) |
| Staff attitudes towards technology | Staff preferences and attitudes (positive, negative, neutral) towards technology, as influenced by their personal, professional, and organisational experiences |
| VR system usability | Perceived usability, complexity, or comfort of VR (e.g., hardware and software) based on past and current experiences with VR |
Figure 3Thematic schema of clinicians' and managers' perspectives of therapeutic VR, including perceived implementation barriers and enablers. Barriers (dark grey) included safety and ethical concerns, and resourcing challenges. Factors representing mixed barriers and enablers depending on their presence or absence (light grey) include knowledge of and perceptions about clinical applications and their therapeutic efficacy, a service culture supportive of innovation, perceived usability of VR systems, and favourable staff attitudes towards technology. Enablers (white) include perceptions that VR will enhance patient engagement with treatment, having a strong business case, collaborative stakeholder planning, the use of local opinion leaders to champion change and provision of education and training to staff.