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‘You are shaken awake!’ a qualitative study on using virtual reality to understand patients’ experiences

Dados Bibliográficos

ID21448831
AutoresDavid Engelhard (Utrecht University School of Governance (USG), autor correspondente), Lenny MW Nahar-van Venrooij (Senior Researcher Patient-centered Outcomes Research, Jeroen Bosch Academy Research, Jeroen Bosch Hospital), Evita Bartels (0000-0001-9498-6576, Project Manager, Jeroen Bosch Hospital), Marjan van Apeldoorn (Internist Infectious Disease Specialist, Jeroen Bosch Hospital), M Noordegraaf (0000-0002-3445-8568, University of Applied Sciences Utrecht)
Ano2026
Volume48
Fascículo2
Páginas246-251
Data de publicação2026-02-01
Peer ReviewedSim
Open AccessNão
TipoARTICLE
PeriódicoMedical Teacher (JOURNAL)
Identificadores do periódicoISSN: 0142-159X • E-ISSN: 1466-187X
EditoraInforma UK Limited (PUBLISHER • GB)
DOI10.1080/0142159x.2025.2586620
PMID41335557
OpenAlexW4417035388
IdiomaEN
Referências citadas24

PURPOSE OF THE ARTICLE: Medical professionals may get to appreciate the experience of patients, without being patients themselves. This study explored whether VR technology can be useful for teaching medical professionals about patient experiences. MATERIALS AND METHODS: A VR movie was made, showing a fictitious but realistic patient experience. Nineteen medical professionals, selected by a non-probability sampling method, saw this movie. Focus group discussions and interviews were held afterwards. Data were thematically analyzed with independent coding. Codes and (sub)themes were discussed within the research team. RESULTS: Immediately after viewing, medical professionals felt 'shaken awake' and after several weeks, they maintained a heightened awareness of patient experiences in their daily practice. The VR movie was seen as a valuable teaching tool, despite the passive viewer role. The VR movie made them aware of three aspects of the doctor-patient relationship: a) paying attention, b) a person-centered approach, and c) building confidence. CONCLUSIONS: A VR movie helps medical professionals to 'see' and 'feel' what patients experience. The character in the VR movie is unable to respond to the fellow characters, underlining the passivity of patients. VR-glasses can be an easy way to encounter what others experience, although a blended learning approach, using passive patients' roles with VR-technology and active participation with role play methods, is recommended

Character (mathematics) · Qualitative analysis · Qualitative research · Virtual reality · Visual methods · Film in Education and Therapy · Media Influence and Health · Virtual Reality Applications and Impacts

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Velocidade de citaçãohistorical
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