| Literature DB >> 35301359 |
Clara Vandeweerdt1,2, Tiffany Luong3, Michael Atchapero4, Aske Mottelson5, Christian Holz3, Guido Makransky4, Robert Böhm4,6,7.
Abstract
Vaccine hesitancy poses one of the largest threats to global health. Informing people about the collective benefit of vaccination has great potential in increasing vaccination intentions. This research investigates the potential for engaging experiences in immersive virtual reality (VR) to strengthen participants' understanding of community immunity, and therefore, their intention to get vaccinated. In a pre-registered lab-in-the-field intervention study, participants were recruited in a public park (tested: [Formula: see text], analyzed: [Formula: see text]). They were randomly assigned to experience the collective benefit of community immunity in a gamified immersive virtual reality environment ([Formula: see text] of sample), or to receive the same information via text and images ([Formula: see text] of sample). Before and after the intervention, participants indicated their intention to take up a hypothetical vaccine for a new COVID-19 strain (0-100 scale) and belief in vaccination as a collective responsibility (1-7 scale). The study employs a crossover design (participants later received a second treatment), but the primary outcome is the effect of the first treatment on vaccination intention. After the VR treatment, for participants with less-than-maximal vaccination intention, intention increases by 9.3 points (95% CI: 7.0 to [Formula: see text]). The text-and-image treatment raises vaccination intention by 3.3 points (difference in effects: 5.8, 95% CI: 2.0 to [Formula: see text]). The VR treatment also increases collective responsibility by 0.82 points (95% CI: 0.37 to [Formula: see text]). The results suggest that VR interventions are an effective tool for boosting vaccination intention, and that they can be applied "in the wild"-providing a complementary method for vaccine advocacy.Entities:
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Year: 2022 PMID: 35301359 PMCID: PMC8928717 DOI: 10.1038/s41598-022-08120-4
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Characteristics of the analyzed study sample ().
| Sample characteristic | Result |
|---|---|
| Age | 29.0 (9.1) |
| % Female | 39% |
| % Vaccinated | 16% |
| Previous VR experience (median) | 1–3 times |
| Pre-treatment vaccination intention | 65.8 (25.6) |
| Pre-treatment collective responsibility | 6.0 (1.5) |
| % Max pre-treatment vaccination intention | 12% |
| % Max pre-treatment collective responsibility | 53% |
Continuous variables are summarized as mean (standard deviation). Last two rows are % of respondents who had maximum values on the outcome measures before receiving any treatment.
Figure 1Trial profile showing flow of participants into treatment arms and analyses. Because participants largely self-administered the questionnaires and treatments, needing assistance only to start up the VR simulation, dropout reasons are sometimes unknown.
Figure 2The busy square scene in VR, with feedback graph showing the number of infected, healthy and vaccinated characters.
Figure 3Average effect on vaccination intention of first treatment (n = 195, left panel) and second treatment (n = 189, right panel), leaving out participants with maximum pre-treatment vaccination intention. Error bars are 95% CIs.