Evidence map›Paper›PMID 39951703›Full record

ArticleJMIR serious games2025

Enhancing Immersion in Virtual Reality-Based Advanced Life Support Training: Randomized Controlled Trial.

Dilek Kitapcioglu, Mehmet Emin Aksoy, Arun Ekin Ozkan, Tuba Usseli, Dilan Cabuk Colak, Tugrul Torun

Registry-linked trialAbstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06458452 (Enhancing Immersion in Virtual Reality Based Advanced Life Support Training Through Artificial Intelligence Driven Voice Control), which is not on this map. Cited by 4 papers.

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

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.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT06458452 naunknown statusnot on this map

Enhancing Immersion in Virtual Reality Based Advanced Life Support Training Through Artificial Intelligence Driven Voice Control: A Randomized Controlled Trial

TypeinterventionalSponsorAcibadem UniversityRan2024 to 2024Enrolled67ConditionsAdvanced Cardiac Life Support, Artificial IntelligenceArmsUsing Virtual Reality based serious gaming module for Advanced Cardiac Life Support
3 · Its place in the literature

Who cites it

4 citing papers in PubMed.

  1. Article
  2. Article
  3. Review
  4. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Dilek KitapciogluCenter of Advanced Simulation and Education, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.ORCID https://orcid.org/0000-0002-0537-0479
Mehmet Emin AksoyCenter of Advanced Simulation and Education, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.ORCID https://orcid.org/0000-0003-3227-2660
Arun Ekin OzkanInstitute of Biomedical Engineering, Boğaziçi University, Istanbul, Turkey.ORCID https://orcid.org/0000-0002-8151-0672
Tuba UsseliDepartment of Anesthesia, Vocational School of Health Services, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.ORCID https://orcid.org/0000-0001-5619-0235
Dilan Cabuk ColakDepartment of Psychology, Faculty of Humanities and Social Sciences, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.ORCID https://orcid.org/0000-0002-6222-3985
Tugrul TorunDepartment of Psychology, Faculty of Humanities and Social Sciences, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey.ORCID https://orcid.org/0000-0002-4656-1079

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundSerious game-based training modules are pivotal for simulation-based health care training. With advancements in artificial intelligence (AI) and natural language processing, voice command interfaces offer an intuitive alternative to traditional virtual reality (VR) controllers in VR applications.

objectiveThis study aims to compare AI-supported voice command interfaces and traditional VR controllers in terms of user performance, exam scores, presence, and confidence in advanced cardiac life support (ACLS) training.

methodsA total of 62 volunteer students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology, aged 20-22 years, participated in the study. All the participants completed a pretest consisting of 10 multiple-choice questions about ACLS. Following the pretest, participants were randomly divided into 2 groups: the voice command group (n=31) and the VR controller group (n=31). The voice command group members completed the VR-based ACLS serious game in training mode twice, using an AI-supported voice command as the game interface. The VR controller group members also completed the VR-based ACLS serious game in training mode twice, but they used VR controllers as the game interface. The participants completed a survey to assess their level of presence and confidence during gameplay. Following the survey, participants completed the exam module of the VR-based serious gaming module. At the final stage of the study, participants completed a posttest, which had the same content as the pretest. VR-based exam scores of the voice command and VR controller groups were compared using a 2-tailed, independent-samples t test, and linear regression analysis was conducted to examine the effect of presence and confidence rating.

resultsBoth groups showed an improvement in performance from pretest to posttest, with no significant difference in the magnitude of improvement between the 2 groups (P=.83). When comparing presence ratings, there was no significant difference between the voice command group (mean 5.18, SD 0.83) and VR controller group (mean 5.42, SD 0.75; P=.25). However, when comparing VR-based exam scores, the VR controller group (mean 80.47, SD 13.12) significantly outperformed the voice command group (mean 66.70, SD 21.65; P=.005), despite both groups having similar time allocations for the exam (voice command group: mean 18.59, SD 5.28 minutes and VR controller group: mean 17.3, SD 4.83 minutes). Confidence levels were similar between the groups (voice command group: mean 3.79, SD 0.77 and VR controller group: mean 3.60, SD 0.72), but the voice command group displayed a significant overconfidence bias (voice command group: mean 0.09, SD 0.24 and VR controller group: mean -0.09, SD 0.18; P=.002).

conclusionsVR-based ACLS training demonstrated effectiveness; however, the use of voice commands did not result in improved performance. Further research should explore ways to optimize AI's role in education through VR.

trial registrationClinicalTrials.gov NCT06458452; https://clinicaltrials.gov/ct2/show/NCT06458452.

Indexed as

artificial intelligenceimmersionserious gamingvirtual realityvoice recognition

Identifiers

PMID39951703
PMCPMC11888007

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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.