Author(s), Year, Country | Sample; Characteristics; Study Design | VR Simulation Interventions | Outcomes | Follow-Up | Result |
Sweigart et al., 2014, United States | N = 800; Nursing students; Non control study | Simulating student nurse and patient avatars interviews in immersive VR clinic with interactive reception area and two examination rooms for mental health assessments | Perception of the reality of the experience, Preparation for actual clinical experiences | 4 years | Students with no virtual interview experience generated an average of 7.36 urogenital-sexual system assessment questions with human patients; Students who had completed an avatar patient interview in the virtual environment posed an average of 10.06 questions (range, 0 - 24; p = 0.001). Ninety percent of the students agreed that the virtual environment experience helped them to develop a care plan for subsequent psychiatric patients at the health care agency. |
Dyer et al., 2018, Australia | N = 600; Medical and other health professions students; Non control trial | Imitating the signs and symptoms of Alzheimer’s disease from patient’s perspective in the immersive VR experiences | Users’ empathy and understanding | 3 years | VR simulation experience enhanced students’ understanding of age-related health problems and increased their empathy for older adults with vision and hearing loss or Alzheimer’s disease. |
Kidd et al., 2012, Israel | N = 126; Mental Nursing students; Non control study; Quantitative design | Simulating student nurse and patient avatars interviews in VR environment of Second Life® Simulation for mental health assessments | Nursing students’ skills; mental status assessment and communication. | NA | The research results suggested that Virtual reality simulations in online worlds such as Second Life® can be used to teach nursing students skills such as mental status assessment and communication. |
Formosa et al., 2017, Australia | N = 50; General public and various psychology undergraduate; Non control study; Quantitative design | Imitating the signs and symptoms of psychosis from patient’s perspective in the immersive VR experiences | Users’ knowledge, attitudes, and empathy | NA | Participants’ scores were significantly enhanced at post-test across each outcome measure, with significant correlations found between a number of the gain and user-experience scores (p ≤ 0.001). |
Passig et al., 2011, Israel | Experimental group (N = 40), Control group (N = 40); Teachers; Controlled trial; Mixed study design | Imitating the signs and symptoms of dyslexia from patient’s perspective in the immersive VR experiences | Users’ knowledge and awareness of dyslexia | NA | The research results suggested that experiencing a variety of simulated types of dyslexia by VR can bring about a greater improvement in teacher awareness of the dyslexic pupil’s cognitive experiences than is achieved by viewing a film about dyslexia (p ≤ 0.001). |
Jütten et al., 2018, Netherlands | Intervention group (N = 145), Control group (N = 56); Informal caregivers for people with dementia; Longitudinal controlled trial; Mixed study design | Imitating the signs and symptoms of dementia from patient’s perspective in the immersive VR dementia simulator training | Empathy, Caregiver’s sense of competence, understanding of disease | 15 months | No significant differences were found between the two groups over time regarding empathy (p ≤ 0.862), sense of competence (p ≤ 0.47). For the participants who underwent the training, the understanding of dementia was enhanced and almost all caregivers indicated that they had learned something from the training. |