{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,10,21]],"date-time":"2026-10-21T15:11:04Z","timestamp":1792595464964,"version":"4.5.0"},"reference-count":16,"publisher":"Springer Science and Business Media LLC","issue":"1","license":[{"start":{"date-parts":[[2024,3,4]],"date-time":"2024-03-04T00:00:00Z","timestamp":1709510400000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0"},{"start":{"date-parts":[[2024,3,4]],"date-time":"2024-03-04T00:00:00Z","timestamp":1709510400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by\/4.0"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":["BMC Med Educ"],"abstract":"<jats:title>Abstract<\/jats:title>\n                  <jats:sec>\n                    <jats:title>Background<\/jats:title>\n                    <jats:p>Virtual reality is emerging as an important component of medical education. Although the benefits of virtual reality are apparent, the optimal strategy to orient to or differentiate learners in the virtual space have not been delineated. The purpose of this study was to investigate the relationships between demographic variables, social variables, and self-perceived comfort with technology to performance on a standardized non-medical virtual reality experience.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Methods<\/jats:title>\n                    <jats:p>This observational study was performed at the International Meeting on Simulation in Healthcare in 2022. This conference includes medical and non-medical attendees. Participants provided demographic information and participated in a scored non-medical VR experience due to the heterogeneity of the sample. Participants then completed a System Usability Index and NASA Task Load Index form. Participants were dividedintolow scoring, medium scoring, and high scoring groups according to their final game score for further analysis.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Results<\/jats:title>\n                    <jats:p>\n                      95 participants were included in final analysis. 55 (57.9%) of participants had prior virtual reality experience. Higher scores were associated with younger age (11.09,\n                      <jats:italic>p<\/jats:italic>\n                      \u2009&lt;\u20090.001), identifying as male (11.09,\n                      <jats:italic>p<\/jats:italic>\n                      \u2009&lt;\u20090.001), and a higher frequency of playing video games in the past (18.96,\n                      <jats:italic>p<\/jats:italic>\n                      \u2009&lt;\u20090.001). The high score group was more likely to report comfort with virtual reality (6.29,\n                      <jats:italic>p<\/jats:italic>\n                      \u2009=\u20090.003) as well as comfort with new technology (4.61,\n                      <jats:italic>p<\/jats:italic>\n                      \u2009=\u20090.012). NASA Task Load Index scores trended down and System Usability Index scores trended up with increasing score. Being a nurse was a positive predictor of a higher score when compared to physicians in the multivariate analysis.\n                    <\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Conclusion<\/jats:title>\n                    <jats:p>Performance during an immersive virtual reality experience was most closely related to age, gender, and frequency of playing video games. Self-perceived comfort with virtual reality was more predictive of score than prior virtual reality experience.<\/jats:p>\n                  <\/jats:sec>","DOI":"10.1186\/s12909-024-05180-0","type":"journal-article","created":{"date-parts":[[2024,3,4]],"date-time":"2024-03-04T12:01:46Z","timestamp":1709553706000},"update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":15,"title":["Relationship between demographic and social variables and performance in virtual reality among healthcare personnel: an observational study"],"prefix":"10.1186","volume":"24","author":[{"given":"Daniel","family":"Katz","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Benjamin","family":"Hyers","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Eric","family":"Patten","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Darren","family":"Sarte","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Mariano","family":"Loo","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"ORCID":"https:\/\/orcid.org\/0000-0003-0565-9499","authenticated-orcid":false,"given":"Garrett W.","family":"Burnett","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"297","published-online":{"date-parts":[[2024,3,4]]},"reference":[{"issue":"3","key":"5180_CR1","doi-asserted-by":"publisher","first-page":"e17425","DOI":"10.2196\/17425","volume":"22","author":"D Katz","year":"2020","unstructured":"Katz D, Shah R, Kim E, Park C, Shah A, Levine A, et al. Utilization of a Voice-based virtual reality Advanced Cardiac Life Support Team Leader Refresher: prospective observational study. J Med Internet Res. 2020;22(3):e17425.","journal-title":"J Med Internet Res"},{"issue":"9","key":"5180_CR2","doi-asserted-by":"publisher","first-page":"3813","DOI":"10.1007\/s00464-018-6107-2","volume":"32","author":"CM Harrington","year":"2018","unstructured":"Harrington CM, Chaitanya V, Dicker P, Traynor O, Kavanagh DO. Playing to your skills: a randomised controlled trial evaluating a dedicated video game for minimally invasive surgery. Surg Endosc. 2018;32(9):3813\u201321.","journal-title":"Surg Endosc"},{"issue":"3","key":"5180_CR3","doi-asserted-by":"publisher","first-page":"93","DOI":"10.1080\/17453054.2019.1597626","volume":"42","author":"C Erolin","year":"2019","unstructured":"Erolin C, Reid L, McDougall S. Using virtual reality to complement and enhance anatomy education. 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Oman Med J. 2020;35(3):e125\u20135.","journal-title":"Oman Med J"},{"issue":"9","key":"5180_CR6","doi-asserted-by":"publisher","first-page":"e26623","DOI":"10.2196\/26623","volume":"23","author":"U Sarkar","year":"2021","unstructured":"Sarkar U, Lee JE, Nguyen KH, Lisker S, Lyles CR. Barriers and facilitators to the implementation of virtual reality as a Pain Management Modality in Academic, Community, and Safety-Net settings: qualitative analysis. J Med Internet Res. 2021;23(9):e26623.","journal-title":"J Med Internet Res"},{"key":"5180_CR7","doi-asserted-by":"crossref","unstructured":"Herur-Raman A, Almeida ND, Greenleaf W, Williams D, Karshenas A, Sherman JH. Next-Generation Simulation\u2014integrating extended reality technology Into Medical Education. Front Virtual Real. 2021;2.","DOI":"10.3389\/frvir.2021.693399"},{"key":"5180_CR8","doi-asserted-by":"crossref","unstructured":"Smart LJ, Drew A, Hadidon T, Teaford M, Bachmann E. Simulation and virtual reality using nonlinear kinematic parameters as a Means of Predicting Motion Sickness in Real-Time in virtual environments. Hum Factors J Hum Factors Ergon Soc. 2021;001872082110596.","DOI":"10.1177\/00187208211059623"},{"key":"5180_CR9","doi-asserted-by":"crossref","unstructured":"P\u00f6hlmann KMT, F\u00f6cker J, Dickinson P, Parke A, O\u2019Hare L. The Effect of Motion Direction and Eccentricity on Vection, VR Sickness and Head movements in virtual reality. Multisens Res. 2021;1\u201340.","DOI":"10.1163\/22134808-bja10049"},{"key":"5180_CR10","doi-asserted-by":"crossref","unstructured":"Lendvay TS, Brand TC, White L, Kowaleski T, Jonnadula S, Mercer LD, Khorsand D, Andros J, Hannaford BSR. Virtual reality robotic surgery Warm-Up improves Task Performance in a Dry Laboratory Environment: a prospective Randomizes Controlled Study. 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Informed consent was obtained from all participants.","order":2,"name":"Ethics","group":{"name":"EthicsHeading","label":"Ethics approval and consent to participate"}},{"value":"Consent to publish personal demographics was obtained from participants.","order":3,"name":"Ethics","group":{"name":"EthicsHeading","label":"Consent for publication"}},{"value":"The authors received partial support from industry through donation of the Synth Riders software (Kluge Interactive, Los Angeles USA) and haptic vests (BHaptics, Daejeon South Korea), but did not receive any monetary compensation for the study. These companies were not involved in any aspect of study design, data acquisition, data analysis, or manuscript preparation. The authors received no financial gain from either company. The authors otherwise have no other financial conflicts of interest.","order":4,"name":"Ethics","group":{"name":"EthicsHeading","label":"Competing interests"}}],"article-number":"227"}}