Jackson Daniel Isaiah, Wongphothiphan Thipkanok, Luna John, Maa Tensing, Fristad Mary A, Huang Yungui, Schaffner Brittany, Reese Jennifer, Wheeler Jason, Abbott Brandon, Sezgin Emre
Center for Biobehavioral Health, Abigail Wexner Research Institute, Nationwide Children's Hospital, 431 S 18th Street, Columbus, OH, 43205, United States, +1 6147222000.
IT Research and Innovation, Abigail Wexner Research Institute, Nationwide Children's Hospital, Columbus, OH, United States.
JMIR Serious Games. 2025 Sep 15;13:e70817. doi: 10.2196/70817.
Workplace violence (WPV) is a growing concern in health care, adversely impacting frontline providers, patients, and visitors. Traditional training programs have demonstrated limited long-term effectiveness in equipping health care professionals with de-escalation and crisis management skills. Virtual reality (VR) may offer an opportunity to create an innovative, immersive, and engaging platform for WPV training that could address the limitation of conventional methods.
The aim of this pilot usability study was to assess the user experience of a prototype VR training course designed to prepare frontline health care staff for WPV scenarios. We evaluated the VR system's practicality, engagement, and perceived value and identified areas for improvement.
A cross-sectional, mixed methods study was conducted with 13 frontline health care providers. Four pilot-training modules were developed and deployed in a VR environment on stand-alone headsets to address a variety of topics around WPV: Situational Awareness, Self-Awareness and Self-Regulation, Team Dynamics, and Evasive Maneuvers. Participants engaged with each module while providing qualitative feedback during the training. Qualitative feedback was analyzed using a rapid qualitative analysis technique. After completing the pilot training courses, participants completed surveys on usability (System Usability Scale) and user experience (mini Player Experience Inventory) and shared first impressions via Reaction Cards.
Participants found the pilot VR training to be engaging (mini Player Experience Inventory; mean 5.23, SD 1.34), with 89% of Reaction Card responses reflecting positive impressions such as "valuable," "creative," and "accessible." However, the overall System Usability Scale score (mean 63.30, SD 9.53) indicated room for improvement in usability. Although participants identified the VR system as manageable and intuitive, first-time users experienced challenges navigating the virtual environment. We identified four themes from qualitative feedback: (1) Perceived Value, (2) Technical and Navigational Barriers, (3) User Preferences, and (4) Vision. Participants described the VR training modules as refreshing due to the immersion in complex environments and noted areas for improvements in the tone and emotional expressiveness of nonplayer characters.
Despite reported limitations, VR training has the potential to be a useful WPV training tool. It offers an immersive, hands-on, and safe environment for health care professionals to practice but may present challenges in engaging learners with the training objectives initially. While overall engagement and value in the training were high, refining dialogue realism and technical usability will support wider adoption. Future iterations of the pilot material may benefit from exploring role-specific content, multiplayer functionality, and integration of artificial intelligence-driven interactions to enhance responsiveness. Further research should compare VR WPV trainings with traditional trainings to evaluate differences in short- and long-term training effectiveness.
工作场所暴力(WPV)在医疗保健领域日益受到关注,对一线医护人员、患者和访客产生不利影响。传统培训项目在使医疗保健专业人员具备缓和冲突及危机管理技能方面的长期效果有限。虚拟现实(VR)可能提供一个机会,创建一个创新、沉浸式且引人入胜的WPV培训平台,以解决传统方法的局限性。
本试点可用性研究的目的是评估一个原型VR培训课程的用户体验,该课程旨在让一线医疗保健人员为应对WPV场景做好准备。我们评估了VR系统的实用性、吸引力和感知价值,并确定了需要改进的方面。
对13名一线医疗保健提供者进行了一项横断面混合方法研究。开发了四个试点培训模块,并在独立头戴式设备的VR环境中部署,以涵盖围绕WPV的各种主题:态势感知、自我意识和自我调节、团队动态以及规避动作。参与者在参与每个模块的过程中,在培训期间提供定性反馈。使用快速定性分析技术对定性反馈进行分析。完成试点培训课程后,参与者完成了关于可用性(系统可用性量表)和用户体验(迷你玩家体验量表)的调查,并通过反应卡分享了第一印象。
参与者发现试点VR培训很有吸引力(迷你玩家体验量表;平均5.23,标准差1.34),89%的反应卡回复反映出积极印象,如“有价值”、“有创意”和“易于使用”。然而,系统可用性量表的总体得分(平均63.30,标准差9.53)表明在可用性方面仍有改进空间。尽管参与者认为VR系统易于管理且直观,但首次使用的用户在虚拟环境中导航时遇到了挑战。我们从定性反馈中确定了四个主题:(1)感知价值,(2)技术和导航障碍,(3)用户偏好,(4)愿景。参与者将VR培训模块描述为令人耳目一新,因为能沉浸在复杂环境中,并指出了非玩家角色的语气和情感表达方面需要改进的地方。
尽管存在报告的局限性,但VR培训有可能成为一种有用的WPV培训工具。它为医疗保健专业人员提供了一个沉浸式、实践性强且安全的练习环境,但在最初让学习者参与培训目标方面可能会面临挑战。虽然培训中的总体参与度和价值较高,但完善对话的真实感和技术可用性将有助于更广泛的采用。试点材料的未来迭代可能会受益于探索特定角色的内容、多人功能以及人工智能驱动交互的集成,以提高响应能力。进一步的研究应将VR WPV培训与传统培训进行比较,以评估短期和长期培训效果的差异。