Virtual reality (VR) is the capacity to interact with a digitally replicable environment or object that resembles an actual-world experience for the user. VR is typically used in healthcare settings to enhance movement in rehabilitation patients or to offer some distraction and relaxation during medical procedures. VR is in the initial stages of its application and acceptance in the clinical setting. In this article, we offer an overview of the existing literature to identify obstacles and barriers to the implementation of VR in healthcare settings.
The majority of the issues that were identified by this study related the adopter system categories and organizational categories within the NASSS framework. These included the requirement for healthcare providers to be educated and trained regarding VR, the lack of research and evidence about the value of virtual reality in the treatment context and the perceived lack of confidence and self-efficacy to use VR in the treatment of patients. Many studies suggested the utilization of behavioral change techniques like education and training or intervision groups to assist healthcare professionals in their decision-making process with regard to VR use.
Facilitators are not often identified because of the younger age of patients who might be more open to the new technology and more comfortable with it. Also, the fact that VR provides an immersive and interactive experience that stimulates the senses as well as fostering a deeper understanding of complicated scientific concepts. VR’s ability to simulate real-world situations, like the surface or structure of atoms makes it an effective educational tool that allows students to explore and experiment with abstract and complex concepts.