Virtual reality (VR), is the ability to interact with an environment or object digitally reproduced in a way that mimics the real-world experience. The technology is frequently used in healthcare settings to improve mobility in rehabilitation patients, or to offer distraction and relaxation during medical procedures. But, VR is in its early stages of adoption and use within the practice of clinical medicine. In this article, we offer an overview of the existing literature to identify barriers and facilitators to the use of VR in healthcare settings.
The majority of the barriers identified in this study were related to the adopter system and organizational categories of the NASSS framework, particularly the needs of healthcare professionals to be educated and trained on VR, the lack of research and evidence on the added value of VR in the context of treatment and the perceived low self-efficacy, confidence and willingness to apply and utilize VR during the course of patient care. A number of studies have suggested using techniques for behavioral change, like education and training or intervision groups to assist clinicians in their decision-making processes in relation to VR.
Facilitators were not as often identified, such as the young age of patients who may be more open to technology www.iptech.one/what-is-a-virtual-data-room/ and feel more comfortable with it, or the fact that VR could create an immersive and interactive learning environment that stimulates the senses and fosters an understanding of more complicated scientific concepts. Additionally, the capability of VR to replicate real-world environments like the planet’s surface or the structure of atoms makes it a useful educational tool that allows students to explore and explore complicated and abstract ideas that might be difficult to visualize in traditional classroom settings.
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