Virtual reality (VR), is the ability to interact with a physical object or an environment digitally reproduced that simulates a real-world experience. In healthcare settings, the technology is used to improve movement for rehabilitation patients or to relax and distract patients during medical procedures. VR is in the very beginning stages of use and adoption within the practice of medicine. This article presents an overview of the obstacles and facilitators to the use of VR in healthcare settings.
The majority of the issues that were identified by this study related to the adopter system categories and organization categories in the NASSS framework. This included the need for healthcare providers to receive training and education regarding VR, the lack of research and evidence regarding the value of virtual reality in the context of treatment and the perceived low confidence and self-efficacy in using VR in patient care. A number of studies have suggested using methods of behavioral change, such as education and training or intervision groups to help clinicians make better decisions processes regarding VR.
Facilitators were less frequently identified, such as the young age of patients who might be more open to new technologies and feel more comfortable with it, or the fact that VR could create an immersive and interactive learning environment that stimulates the senses and encourages an understanding of more complex scientific concepts. VR’s ability to simulate real-world situations, like the surface or structure of atoms is a powerful educational tool that lets students explore and experiment with abstract and complex ideas.
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