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Virtual reality (VR) is the capability to interact with a digitally replicated environment or object that resembles an actual-world experience for the user. In healthcare settings, the technology is used to improve movement for rehabilitation patients, or to relax and distract patients during medical procedures. VR is still in the beginning stages of its implementation and use in clinical practice. In this article, we offer an overview of the existing literature, identifying obstacles and facilitators to the implementation of VR in healthcare settings.
The majority of barriers that were identified in this study are related to the adoption system and organization categories of the NASSS framework, particularly the needs of healthcare providers for education and training on 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 use VR during the course of patient care. Many studies suggested the utilization of behavioral change techniques such as education and training, or intervision groups to support clinicians in their decision making process regarding VR use.
Facilitators were less frequently identified due to the age of patients who may be more open to the new technology and more comfortable using it. It is also the reality that VR is an immersive and interactive environment that stimulates senses and fosters an understanding of complex scientific concepts. Additionally, the capacity of VR to recreate real-world environments, such as the surface of planets or the structure of atoms makes it a useful educational tool that allows students to explore and experiment with abstract concepts that might be difficult to visualize in traditional classrooms.