ArticleJMIR serious games2020
An Immersive Multi-User Virtual Reality for Emergency Simulation Training: Usability Study.
Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 30 papers.
What it found
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The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
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Who cites it
30 citing papers in PubMed, 124 citations in OpenAlex.
- Effect of repeated exposure to an identical multi-user virtual reality anaphylaxis scenario on paramedic trainee performance: a randomized controlled trial.Scientific reports · 2026Trial
- Knowledge Gain and the Impact of Stress in a Fully Immersive Virtual Reality-Based Medical Emergencies Training With Automated Feedback: Randomized Controlled Trial.Journal of medical Internet research · 2025Trial
- Virtual Reality for Developing Patient-facing Communication Skills in a Medical Science Graduate Education Course: A Mixed-Methods Pre-Post Study.Medical science educator · 2026Article
- Article
- The effectiveness of VR-based human anatomy simulation training for undergraduate medical students.BMC medical education · 2025Article
- Innovative approaches to pericardiocentesis training: a comparative study of 3D-printed and virtual reality simulation models.Advances in simulation (London, England) · 2025Article
- Article
- Current Clinical and Educational Uses of Immersive Reality in Anesthesia: Narrative Review.Journal of medical Internet research · 2025Review
- Implementation and Analysis of a Fully Immersive Virtual Reality-Based Emergency Training in a Surgical Curriculum.Advances in medical education and practice · 2025Article
- Current use of virtual reality in medical education in Germany, Austria, and Switzerland: Results of an online survey among medical faculties.GMS journal for medical education · 2025Article
- Article
- Immersive learning in medical education: analyzing behavioral insights to shape the future of VR-based courses.BMC medical education · 2024Article
- Immersive collaborative virtual reality for case-based graduate student teaching in thoracic surgery: A piloting study.Surgery open science · 2024Article
- Metaverse-based simulation: a scoping review of charting medical education over the last two decades in the lens of the 'marvelous medical education machine'.Annals of medicine · 2024Article
- A Serious Game for Enhancing Rescue Reasoning Skills in Tactical Combat Casualty Care: Development and Deployment Study.JMIR formative research · 2024Article
- Collaborative virtual reality environment in disaster medicine: moving from single player to multiple learners.BMC medical education · 2024Article
- Comparing eye-hand coordination between controller-mediated virtual reality, and a real-world object interaction task.Journal of vision · 2024Article
- Virtual reality in simulation-based emergency skills training: A systematic review with a narrative synthesis.Resuscitation plus · 2023Review
- Evaluation of a Virtual Reality Platform to Train Stress Management Skills for a Defense Workforce: Multisite, Mixed Methods Feasibility Study.Journal of medical Internet research · 2023Observational
- [Emergencies-Infinite worlds? : Extended reality as a medium in the education, continuing and advanced training in emergency medicine].Die Anaesthesiologie · 2023Review
Corrections and comments
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Authors and funding
5 authors at 2 institutions in 1 country.
Funding
Abstract
backgroundVirtual reality (VR) is increasingly used as simulation technology in emergency medicine education and training, in particular for training nontechnical skills. Experimental studies comparing teaching and learning in VR with traditional training media often demonstrate the equivalence or even superiority regarding particular variables of learning or training effectiveness.
objectiveIn the EPICSAVE (Enhanced Paramedic Vocational Training with Serious Games and Virtual Environments) project, a highly immersive room-scaled multi-user 3-dimensional VR simulation environment was developed. In this feasibility study, we wanted to gain initial insights into the training effectiveness and media use factors influencing learning and training in VR.
methodsThe virtual emergency scenario was anaphylaxis grade III with shock, swelling of the upper and lower respiratory tract, as well as skin symptoms in a 5-year-old girl (virtual patient) visiting an indoor family amusement park with her grandfather (virtual agent). A cross-sectional, one-group pretest and posttest design was used to evaluate the training effectiveness and quality of the training execution. The sample included 18 active emergency physicians.
resultsThe 18 participants rated the VR simulation training positive in terms of training effectiveness and quality of the training execution. A strong, significant correlation (r=.53, P=.01) between experiencing presence and assessing training effectiveness was observed. Perceived limitations in usability and a relatively high extraneous cognitive load reduced this positive effect.
conclusionsThe training within the virtual simulation environment was rated as an effective educational approach. Specific media use factors appear to modulate training effectiveness (ie, improvement through "experience of presence" or reduction through perceived limitations in usability). These factors should be specific targets in the further development of this VR simulation training.
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Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.