Provider experiences of virtual reality in clinical treatment

Background Virtual reality (VR) has proven effective in the treatment of specific phobias and trauma particularly when in-vivo exposure therapy might be costly (e.g. fear of flying, combat scenes). Similarly, VR has been associated with improvement of chronic pain and of acute pain during medical pr...

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Veröffentlicht in:PloS one 2021-10, Vol.16 (10), p.e0259364-e0259364, Article 0259364
Hauptverfasser: Vincent, Christine, Eberts, Margaret, Naik, Tejal, Gulick, Victoria, O'Hayer, C. Virginia
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creator Vincent, Christine
Eberts, Margaret
Naik, Tejal
Gulick, Victoria
O'Hayer, C. Virginia
description Background Virtual reality (VR) has proven effective in the treatment of specific phobias and trauma particularly when in-vivo exposure therapy might be costly (e.g. fear of flying, combat scenes). Similarly, VR has been associated with improvement of chronic pain and of acute pain during medical procedures. Despite its effectiveness as a healthcare tool, VR technology is not well-integrated into common practice. This qualitative study aims to explore the provider perception of the value of VR and identify barriers to VR implementation among healthcare providers. Methods A 66-item self-report survey was created to examine application of VR to clinical practice, perceived value of this treatment, ease of learning the technology, billing considerations, and other obstacles. 128 providers (MDs and PhDs) who were located in the United States and had used VR as a therapeutic tool in the past year were identified through research papers, as well as user lists and news articles from VR application websites. Of the 128 providers contacted, 17% (22) completed our online self-report measure. Of these, 13% of respondents (N = 17) completed greater than 75% of the questionnaire and were considered completers. Provider responses were collected over a one-month period and qualitatively analyzed. Results The majority of providers were from an academic institution (n = 12, 70.6%), and all providers practiced in the outpatient setting. Providers most commonly reported using VR for the treatment of acute pain and/or anxiety related to medical procedures (n = 11, 64.7%), followed by specific phobia (n = 6, 35.3%) and social phobia (n = 6, 35.3%). All providers agreed VR is a valuable tool they would recommend to colleagues. The majority (n = 15, 93.8%) believed VR helped their patients progress in treatment, compared with other methods. Providers cited the ability to individualize treatment (n = 14, 87.5%) and increase patient engagement (n = 15, 93.8%) as main benefits of VR. A minority reported negative feedback from patients about content (n = 4, 25%) or about the technology in general (n = 6, 37.5%), whereas all reported some form of positive feedback. The slight majority (n = 10, 58.8%) of providers did not find transitioning to VR difficult. Of those who did, cost was the most commonly cited barrier (n = 6). Regarding reimbursement, only 17.6% (n = 3) of providers reported the ability to bill for VR sessions. Most providers (n = 15, 88.2%) received training on their VR
doi_str_mv 10.1371/journal.pone.0259364
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Virginia</creator><contributor>Abdelbasset, Walid Kamal</contributor><creatorcontrib>Vincent, Christine ; Eberts, Margaret ; Naik, Tejal ; Gulick, Victoria ; O'Hayer, C. Virginia ; Abdelbasset, Walid Kamal</creatorcontrib><description>Background Virtual reality (VR) has proven effective in the treatment of specific phobias and trauma particularly when in-vivo exposure therapy might be costly (e.g. fear of flying, combat scenes). Similarly, VR has been associated with improvement of chronic pain and of acute pain during medical procedures. Despite its effectiveness as a healthcare tool, VR technology is not well-integrated into common practice. This qualitative study aims to explore the provider perception of the value of VR and identify barriers to VR implementation among healthcare providers. Methods A 66-item self-report survey was created to examine application of VR to clinical practice, perceived value of this treatment, ease of learning the technology, billing considerations, and other obstacles. 128 providers (MDs and PhDs) who were located in the United States and had used VR as a therapeutic tool in the past year were identified through research papers, as well as user lists and news articles from VR application websites. Of the 128 providers contacted, 17% (22) completed our online self-report measure. Of these, 13% of respondents (N = 17) completed greater than 75% of the questionnaire and were considered completers. Provider responses were collected over a one-month period and qualitatively analyzed. Results The majority of providers were from an academic institution (n = 12, 70.6%), and all providers practiced in the outpatient setting. Providers most commonly reported using VR for the treatment of acute pain and/or anxiety related to medical procedures (n = 11, 64.7%), followed by specific phobia (n = 6, 35.3%) and social phobia (n = 6, 35.3%). All providers agreed VR is a valuable tool they would recommend to colleagues. The majority (n = 15, 93.8%) believed VR helped their patients progress in treatment, compared with other methods. Providers cited the ability to individualize treatment (n = 14, 87.5%) and increase patient engagement (n = 15, 93.8%) as main benefits of VR. A minority reported negative feedback from patients about content (n = 4, 25%) or about the technology in general (n = 6, 37.5%), whereas all reported some form of positive feedback. The slight majority (n = 10, 58.8%) of providers did not find transitioning to VR difficult. Of those who did, cost was the most commonly cited barrier (n = 6). Regarding reimbursement, only 17.6% (n = 3) of providers reported the ability to bill for VR sessions. Most providers (n = 15, 88.2%) received training on their VR platform which they found beneficial. Comparing the trained and untrained groups found no significant difference in VR comfort level (p = 0.5058), the value of VR in practice (p = 0.551) or whether providers would recommend VR to others (p = 0.551), though sample sizes were small. Conclusions In corroboration with previous research, this study demonstrates that VR is well-received by patients and providers, allowing increased patient engagement and treatment individualization. However, associated costs, including an inability to bill for this service, can present a barrier to further implementation. These findings will guide further development of virtual reality as a standardized tool in psychiatry and pain management.</description><identifier>ISSN: 1932-6203</identifier><identifier>EISSN: 1932-6203</identifier><identifier>DOI: 10.1371/journal.pone.0259364</identifier><identifier>PMID: 34714889</identifier><language>eng</language><publisher>SAN FRANCISCO: Public Library Science</publisher><subject>Anxiety ; Anxiety disorders ; Anxiety Disorders - therapy ; Care and treatment ; Chronic pain ; Clinical medicine ; Computer and Information Sciences ; Computer applications ; Diabetic neuropathy ; Engineering and Technology ; Evaluation ; Fear &amp; phobias ; Fear of flying ; Feedback ; Health care ; Health care industry ; Health Knowledge, Attitudes, Practice ; Health Personnel - psychology ; Health services ; Humans ; Medical personnel ; Medicine and Health Sciences ; Multidisciplinary Sciences ; Negative feedback ; Pain ; Pain management ; Patients ; Phobias ; Positive feedback ; Post traumatic stress disorder ; Psychiatry ; Psychotherapy - methods ; Qualitative research ; Research and Analysis Methods ; Science &amp; Technology ; Science &amp; Technology - Other Topics ; Scientific papers ; Technology ; Technology application ; Trauma ; Virtual Reality ; Websites</subject><ispartof>PloS one, 2021-10, Vol.16 (10), p.e0259364-e0259364, Article 0259364</ispartof><rights>COPYRIGHT 2021 Public Library of Science</rights><rights>2021 Vincent et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><rights>2021 Vincent et al 2021 Vincent et al</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>true</woscitedreferencessubscribed><woscitedreferencescount>15</woscitedreferencescount><woscitedreferencesoriginalsourcerecordid>wos000755042500052</woscitedreferencesoriginalsourcerecordid><citedby>FETCH-LOGICAL-c692t-5ea5d5e7d9b00c1e99b4c10208faeacc2af14fb06e0a8930aa6d9cef930d677d3</citedby><cites>FETCH-LOGICAL-c692t-5ea5d5e7d9b00c1e99b4c10208faeacc2af14fb06e0a8930aa6d9cef930d677d3</cites><orcidid>0000-0003-1360-1211 ; 0000-0002-0215-2038</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC8555834/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC8555834/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,315,728,781,785,865,886,2103,2115,2929,23871,27929,27930,39262,39263,53796,53798</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/34714889$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><contributor>Abdelbasset, Walid Kamal</contributor><creatorcontrib>Vincent, Christine</creatorcontrib><creatorcontrib>Eberts, Margaret</creatorcontrib><creatorcontrib>Naik, Tejal</creatorcontrib><creatorcontrib>Gulick, Victoria</creatorcontrib><creatorcontrib>O'Hayer, C. Virginia</creatorcontrib><title>Provider experiences of virtual reality in clinical treatment</title><title>PloS one</title><addtitle>PLOS ONE</addtitle><addtitle>PLoS One</addtitle><description>Background Virtual reality (VR) has proven effective in the treatment of specific phobias and trauma particularly when in-vivo exposure therapy might be costly (e.g. fear of flying, combat scenes). Similarly, VR has been associated with improvement of chronic pain and of acute pain during medical procedures. Despite its effectiveness as a healthcare tool, VR technology is not well-integrated into common practice. This qualitative study aims to explore the provider perception of the value of VR and identify barriers to VR implementation among healthcare providers. Methods A 66-item self-report survey was created to examine application of VR to clinical practice, perceived value of this treatment, ease of learning the technology, billing considerations, and other obstacles. 128 providers (MDs and PhDs) who were located in the United States and had used VR as a therapeutic tool in the past year were identified through research papers, as well as user lists and news articles from VR application websites. Of the 128 providers contacted, 17% (22) completed our online self-report measure. Of these, 13% of respondents (N = 17) completed greater than 75% of the questionnaire and were considered completers. Provider responses were collected over a one-month period and qualitatively analyzed. Results The majority of providers were from an academic institution (n = 12, 70.6%), and all providers practiced in the outpatient setting. Providers most commonly reported using VR for the treatment of acute pain and/or anxiety related to medical procedures (n = 11, 64.7%), followed by specific phobia (n = 6, 35.3%) and social phobia (n = 6, 35.3%). All providers agreed VR is a valuable tool they would recommend to colleagues. The majority (n = 15, 93.8%) believed VR helped their patients progress in treatment, compared with other methods. Providers cited the ability to individualize treatment (n = 14, 87.5%) and increase patient engagement (n = 15, 93.8%) as main benefits of VR. A minority reported negative feedback from patients about content (n = 4, 25%) or about the technology in general (n = 6, 37.5%), whereas all reported some form of positive feedback. The slight majority (n = 10, 58.8%) of providers did not find transitioning to VR difficult. Of those who did, cost was the most commonly cited barrier (n = 6). Regarding reimbursement, only 17.6% (n = 3) of providers reported the ability to bill for VR sessions. Most providers (n = 15, 88.2%) received training on their VR platform which they found beneficial. Comparing the trained and untrained groups found no significant difference in VR comfort level (p = 0.5058), the value of VR in practice (p = 0.551) or whether providers would recommend VR to others (p = 0.551), though sample sizes were small. Conclusions In corroboration with previous research, this study demonstrates that VR is well-received by patients and providers, allowing increased patient engagement and treatment individualization. However, associated costs, including an inability to bill for this service, can present a barrier to further implementation. These findings will guide further development of virtual reality as a standardized tool in psychiatry and pain management.</description><subject>Anxiety</subject><subject>Anxiety disorders</subject><subject>Anxiety Disorders - therapy</subject><subject>Care and treatment</subject><subject>Chronic pain</subject><subject>Clinical medicine</subject><subject>Computer and Information Sciences</subject><subject>Computer applications</subject><subject>Diabetic neuropathy</subject><subject>Engineering and Technology</subject><subject>Evaluation</subject><subject>Fear &amp; phobias</subject><subject>Fear of flying</subject><subject>Feedback</subject><subject>Health care</subject><subject>Health care industry</subject><subject>Health Knowledge, Attitudes, Practice</subject><subject>Health Personnel - psychology</subject><subject>Health services</subject><subject>Humans</subject><subject>Medical personnel</subject><subject>Medicine and Health Sciences</subject><subject>Multidisciplinary Sciences</subject><subject>Negative feedback</subject><subject>Pain</subject><subject>Pain management</subject><subject>Patients</subject><subject>Phobias</subject><subject>Positive feedback</subject><subject>Post traumatic stress disorder</subject><subject>Psychiatry</subject><subject>Psychotherapy - methods</subject><subject>Qualitative research</subject><subject>Research and Analysis Methods</subject><subject>Science &amp; Technology</subject><subject>Science &amp; Technology - Other Topics</subject><subject>Scientific papers</subject><subject>Technology</subject><subject>Technology application</subject><subject>Trauma</subject><subject>Virtual Reality</subject><subject>Websites</subject><issn>1932-6203</issn><issn>1932-6203</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>GIZIO</sourceid><sourceid>HGBXW</sourceid><sourceid>EIF</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><sourceid>GNUQQ</sourceid><sourceid>DOA</sourceid><recordid>eNqNkl1r2zAUhs3YWLtu_2BshsHYGMkky5Kliw1K2Eeg0LGvW6HIR4mCY2WSnLX_fnLjhnj0ohjsw_FzXumV3ix7jtEUkwq_X7vOt6qZbl0LU1RQQVj5IDvFghQTViDy8Kg-yZ6EsEaIEs7Y4-yElBUuORen2Ydv3u1sDT6Hqy14C62GkDuT76yPnWpyD6qx8Tq3ba4b21qdejE14wba-DR7ZFQT4NnwPct-ff70c_Z1cnH5ZT47v5hoJoo4oaBoTaGqxQIhjUGIRakxKhA3CpTWhTK4NAvEACkuCFKK1UKDSWXNqqomZ9nLve62cUEOzoMsKOckGalYIuZ7onZqLbfebpS_lk5ZedNwfimVj1Y3IEWpjMCMFWBQWTAuigqj9FJYqLQiSVofh9W6xQZqnYx61YxEx39au5JLt5OcUspJmQTeDALe_ekgRLmxQUPTqBZc1-9bIEwYIiKhr_5D73Y3UEuVDNjWuLSu7kXlOeOIFZzzIlHTO6j01LCxOsXE2NQfDbwdDSQmwlVcqi4EOf_x_f7s5e8x-_qIXaUExVVwTReta8MYLPeg9i4ED-ZwyBjJPuW3pyH7lMsh5WnsxfEFHYZuY52Ad3vgLyycCfom1gcMIVRRmu6epor2u-D3p2c2qt7HzHVtJP8AFPMXYw</recordid><startdate>20211029</startdate><enddate>20211029</enddate><creator>Vincent, Christine</creator><creator>Eberts, Margaret</creator><creator>Naik, Tejal</creator><creator>Gulick, Victoria</creator><creator>O'Hayer, C. 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Medical Complete (Alumni)</collection><collection>Materials Science Database</collection><collection>Nursing &amp; Allied Health Database (Alumni Edition)</collection><collection>Meteorological &amp; Geoastrophysical Abstracts - Academic</collection><collection>ProQuest Engineering Collection</collection><collection>ProQuest Biological Science Collection</collection><collection>Agricultural Science Database</collection><collection>Health &amp; Medical Collection (Alumni Edition)</collection><collection>Medical Database</collection><collection>Algology Mycology and Protozoology Abstracts (Microbiology C)</collection><collection>Biological Science Database</collection><collection>Engineering Database</collection><collection>Nursing &amp; Allied Health Premium</collection><collection>Advanced Technologies &amp; Aerospace Database</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>Biotechnology and BioEngineering Abstracts</collection><collection>Environmental Science Database</collection><collection>Materials Science Collection</collection><collection>Access via ProQuest (Open Access)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>Engineering Collection</collection><collection>Environmental Science Collection</collection><collection>Genetics Abstracts</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><collection>DOAJ Directory of Open Access Journals</collection><jtitle>PloS one</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Vincent, Christine</au><au>Eberts, Margaret</au><au>Naik, Tejal</au><au>Gulick, Victoria</au><au>O'Hayer, C. Virginia</au><au>Abdelbasset, Walid Kamal</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Provider experiences of virtual reality in clinical treatment</atitle><jtitle>PloS one</jtitle><stitle>PLOS ONE</stitle><addtitle>PLoS One</addtitle><date>2021-10-29</date><risdate>2021</risdate><volume>16</volume><issue>10</issue><spage>e0259364</spage><epage>e0259364</epage><pages>e0259364-e0259364</pages><artnum>0259364</artnum><issn>1932-6203</issn><eissn>1932-6203</eissn><abstract>Background Virtual reality (VR) has proven effective in the treatment of specific phobias and trauma particularly when in-vivo exposure therapy might be costly (e.g. fear of flying, combat scenes). Similarly, VR has been associated with improvement of chronic pain and of acute pain during medical procedures. Despite its effectiveness as a healthcare tool, VR technology is not well-integrated into common practice. This qualitative study aims to explore the provider perception of the value of VR and identify barriers to VR implementation among healthcare providers. Methods A 66-item self-report survey was created to examine application of VR to clinical practice, perceived value of this treatment, ease of learning the technology, billing considerations, and other obstacles. 128 providers (MDs and PhDs) who were located in the United States and had used VR as a therapeutic tool in the past year were identified through research papers, as well as user lists and news articles from VR application websites. Of the 128 providers contacted, 17% (22) completed our online self-report measure. Of these, 13% of respondents (N = 17) completed greater than 75% of the questionnaire and were considered completers. Provider responses were collected over a one-month period and qualitatively analyzed. Results The majority of providers were from an academic institution (n = 12, 70.6%), and all providers practiced in the outpatient setting. Providers most commonly reported using VR for the treatment of acute pain and/or anxiety related to medical procedures (n = 11, 64.7%), followed by specific phobia (n = 6, 35.3%) and social phobia (n = 6, 35.3%). All providers agreed VR is a valuable tool they would recommend to colleagues. The majority (n = 15, 93.8%) believed VR helped their patients progress in treatment, compared with other methods. Providers cited the ability to individualize treatment (n = 14, 87.5%) and increase patient engagement (n = 15, 93.8%) as main benefits of VR. A minority reported negative feedback from patients about content (n = 4, 25%) or about the technology in general (n = 6, 37.5%), whereas all reported some form of positive feedback. The slight majority (n = 10, 58.8%) of providers did not find transitioning to VR difficult. Of those who did, cost was the most commonly cited barrier (n = 6). Regarding reimbursement, only 17.6% (n = 3) of providers reported the ability to bill for VR sessions. Most providers (n = 15, 88.2%) received training on their VR platform which they found beneficial. Comparing the trained and untrained groups found no significant difference in VR comfort level (p = 0.5058), the value of VR in practice (p = 0.551) or whether providers would recommend VR to others (p = 0.551), though sample sizes were small. Conclusions In corroboration with previous research, this study demonstrates that VR is well-received by patients and providers, allowing increased patient engagement and treatment individualization. However, associated costs, including an inability to bill for this service, can present a barrier to further implementation. These findings will guide further development of virtual reality as a standardized tool in psychiatry and pain management.</abstract><cop>SAN FRANCISCO</cop><pub>Public Library Science</pub><pmid>34714889</pmid><doi>10.1371/journal.pone.0259364</doi><tpages>14</tpages><orcidid>https://orcid.org/0000-0003-1360-1211</orcidid><orcidid>https://orcid.org/0000-0002-0215-2038</orcidid><oa>free_for_read</oa></addata></record>
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subjects Anxiety
Anxiety disorders
Anxiety Disorders - therapy
Care and treatment
Chronic pain
Clinical medicine
Computer and Information Sciences
Computer applications
Diabetic neuropathy
Engineering and Technology
Evaluation
Fear & phobias
Fear of flying
Feedback
Health care
Health care industry
Health Knowledge, Attitudes, Practice
Health Personnel - psychology
Health services
Humans
Medical personnel
Medicine and Health Sciences
Multidisciplinary Sciences
Negative feedback
Pain
Pain management
Patients
Phobias
Positive feedback
Post traumatic stress disorder
Psychiatry
Psychotherapy - methods
Qualitative research
Research and Analysis Methods
Science & Technology
Science & Technology - Other Topics
Scientific papers
Technology
Technology application
Trauma
Virtual Reality
Websites
title Provider experiences of virtual reality in clinical treatment
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