Ng Amanda, Inagaki Mai, Antinucci Rachel, Sockalingam Sanjeev, Abdool Petal S
Department of Education, Centre for Addiction and Mental Health, Toronto, Canada.
Department of Statistical Sciences, University of Toronto, Toronto, Canada.
Adv Simul (Lond). 2025 Jun 4;10(1):32. doi: 10.1186/s41077-025-00358-y.
The rise in virtual reality (VR) applications in healthcare has introduced immersive VR simulations as a valuable training tool for medical professionals. Despite its advantages, VR use can induce cybersickness, characterized by symptoms such as nausea and disorientation. This study examines the relationship between cybersickness and the degree of physical movement in VR simulations used for psychiatric education.
The study involved two VR simulations offered at a Canadian mental health hospital: an opioid overdose response (OO) (high movement VR) and suicide risk assessment (SRA) (low movement VR). Participants' experiences were measured using the Simulator Sickness Questionnaire (SSQ) before and after the training sessions. A nonparametric Mann-Whitney U-test was conducted to compare SSQ scores between the two VR simulations.
A total of 91 participants, including healthcare practitioners and students, were involved. The mean SSQ score for the OO training was 4.59/48 (SD = 5.78), while for the SRA, it was 3.10/48 (SD = 3.48). Mann-Whitney U-test revealed a significant increase in nausea scores in OO simulation compared to SRA simulation (p = 0.0275), with higher nausea reported in the OO simulation. No significant increases were found in oculomotor symptoms.
Participants in the OO training experienced higher levels of nausea compared to those in the SRA simulation, likely due to increased need for physical movement. These findings underscore the importance of considering the degree of physical movement in the VR training design, specifically the educational value of these movements and the risk of cybersickness negatively impacting VR tolerability for learners.
虚拟现实(VR)在医疗保健领域的应用不断增加,沉浸式VR模拟已成为医学专业人员的一种有价值的培训工具。尽管具有优势,但VR的使用可能会引发网络晕动症,其特征包括恶心和迷失方向等症状。本研究探讨了网络晕动症与用于精神科教育的VR模拟中身体运动程度之间的关系。
该研究涉及加拿大一家心理健康医院提供的两个VR模拟:阿片类药物过量应对(OO)(高运动量VR)和自杀风险评估(SRA)(低运动量VR)。在培训课程前后,使用模拟器晕动症问卷(SSQ)测量参与者的体验。进行非参数曼-惠特尼U检验以比较两个VR模拟之间的SSQ分数。
共有91名参与者,包括医疗从业者和学生。OO培训的平均SSQ评分为4.59/48(标准差=5.78),而SRA培训的平均SSQ评分为3.10/48(标准差=3.48)。曼-惠特尼U检验显示,与SRA模拟相比,OO模拟中的恶心分数显著增加(p=0.0275),OO模拟中报告的恶心程度更高。在动眼症状方面未发现显著增加。
与SRA模拟的参与者相比,OO培训的参与者经历了更高程度的恶心,这可能是由于身体运动需求增加所致。这些发现强调了在VR培训设计中考虑身体运动程度的重要性,特别是这些运动的教育价值以及网络晕动症对学习者VR耐受性产生负面影响的风险。