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Can virtual reality technology be used for empathy education in medical students: a randomized case-control study
Can virtual reality technology be used for empathy education in medical students: a randomized case-control study
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Can virtual reality technology be used for empathy education in medical students: a randomized case-control study
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Can virtual reality technology be used for empathy education in medical students: a randomized case-control study
Can virtual reality technology be used for empathy education in medical students: a randomized case-control study

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Can virtual reality technology be used for empathy education in medical students: a randomized case-control study
Can virtual reality technology be used for empathy education in medical students: a randomized case-control study
Journal Article

Can virtual reality technology be used for empathy education in medical students: a randomized case-control study

2024
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Overview
Background Empathy is an important factor in the doctor-patient relationship, but mental illness is more difficult to understand than other diseases. Besides traditional skills, virtual reality (VR) has been identified as a promising tool in empathy education. This study aimed to investigate the ability of empathy enhancement, the feasibility of depression education, and the changes in thoughts and attitudes in medical students through a single VR experience. Methods We recruited medical students and randomly assigned them to two groups based on their completed Interpersonal Response Index scores. Two sets of VR systems were provided; the intervention group experienced the daily life of the depressed medical student, while the control group experienced the general medical student scenario. The improvement of empathy was assessed using the Jefferson Scale of Empathy-Health Professional Students (JSE-HPS), and the change of attitude was assessed through the Implicit Association Test. In addition, other questionnaires were used to evaluate the user experience of this VR system, and correlation analysis was conducted to examine the association between the use of VR and changes in the JSE and IAT scores. Results A total of 59 medical students were enrolled in this study. The intervention group showed a significant increase in the perspective-taking (pre: mean 5.817, SD 0.536; post: mean 5.947, SD 0.620; P  = .03) and compassionate care (pre: mean 5.546, SD 0.581; post: mean 5.721, SD 0.629; P  = .01) domains of the JSE score and a significant decrease in the standing in the patient’s shoes (SP) domain (pre: mean 3.583, SD 1.253; post: mean 2.967, SD 1.252; P  = .002). The Pearson correlation analysis found a significant positive correlation between the JSE score with immersion aspect ( r  = .308, P  = .049) and presence aspect ( r  = .415, P  = .01), and we also found a significant negative correlation between the IAT score and presence aspect ( r =-.333, P  = .04). Conclusions This study is the first randomized case-control study to investigate the effect of two different versions of VR on empathy development toward depression for medical students. Although the single VR experience was unable to induce a great improvement in empathy or attitude, the VR system could help medical students enhance their understanding of depressive disorders. Trial registration This trial was retrospectively registered in the Australian New Zealand Clinical Trials Registry (ANZCTR) (21/03/2024, ACTRN12624000297527). https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=386683&isReview=true .

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