Virtual reality (VR) is the capability to interact with a digitally replicated object or environment that is similar to an actual-world experience for the user. The technology is commonly used in healthcare settings to help improve the mobility of rehabilitation patients or to provide the ability to relax and distract during medical procedures. However, VR is still in the early stages of use and uptake within clinical practice. In this article, we present an overview of the existing literature to identify barriers and facilitators to the implementation of VR in healthcare settings.
The majority of the barriers discovered in this study were related to the adoption system and organization categories of the NASSS framework, particularly the requirements of healthcare professionals for education and training in VR, the lack of research and evidence about the value of VR in the treatment context, and the perceived low self-efficacy and confidence in applying and work with VR during patient care. Many studies suggested the utilization of behavioral change techniques such as education and training, or intervision groups to support the clinicians in their decision-making processes in relation to VR use.
Facilitators are not often identified due to the age of patients who could be more open to new technology and more comfortable with it. It is also the fact that VR offers an immersive and interactive experience which stimulates the senses and promotes a deeper understanding of complex scientific ideas. VR’s ability to simulate real-world scenarios, such as the surface or structure of atoms makes it an effective educational tool www.iptech.one/sega-genesis-mini-hack/ that allows students to explore and test abstract and complex ideas.