Evidence map›Paper›PMID 41607837›Full record

ArticleFrontiers in neurology2025

ENGAGE: Analyzing the value of virtual reality in a patient-centric immersive learning program in myasthenia gravis for healthcare professionals.

Ina Weisshardt, Cornelia Reyes Acosta, Trishna Chauhan, Kaloyan Haralampiev, Andrijana Mušura Gabor, Alexis Rodriguez, Allison Foss, Ashwin Pinto, Channa Hewamadduma, John Vissing and 6 more

Abstract read
In one paragraph

Article in Frontiers in neurology, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing 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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

16 authors.

Ina WeisshardtLLH Concepts GbR, Haimhausen, Germany.
Cornelia Reyes AcostaLLH Concepts GbR, Haimhausen, Germany.
Trishna ChauhanThe University of Liverpool, Liverpool, United Kingdom.
Kaloyan HaralampievSofia University, Sofia, Bulgaria.
Andrijana Mušura GaborBehavioral and Experimental Economics Lab, Zagreb School of Economics and Management, Zagreb, Croatia.
Alexis RodriguezMG Georgia, Atlanta, GA, United States.
Allison FossMyasthenia Gravis Association (MGA), Kansas City, MO, United States.
Ashwin PintoDivision of Clinical Neuroscience, University of Southampton, Southampton, United Kingdom.
Channa HewamaddumaAcademic Neuromuscular Unit, Sheffield Teaching Hospitals NHS Foundation Trust, Sheffield, United Kingdom.
John VissingDepartment of Neurology, Copenhagen Neuromuscular Center, Rigshospitalet, University of Copenhagen, Copenhagen, Denmark.
Nicholas J SilvestriDepartment of Neurology, Jacobs School of Medicine and Biomedical Sciences, University at Buffalo, Buffalo, NY, United States.
Sophie LehnererDepartment of Neurology and Experimental Neurology, Charité - Universitätsmedizin Berlin, Berlin, Germany.
Marc De BackerUCB, Brussels, Belgium.
Natasha MoninUCB, Malvern, VIC, Australia.
Sophie BarryUCB, Dublin, Ireland.
Ivo VlaevCentre for Behavioral and Implementation Science Interventions (BISI), Yong Loo Lin School of Medicine, National University of Singapore, Singapore.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Myasthenia gravis (MG) is a chronic autoimmune neuromuscular disease characterized by muscle weakness that can significantly impact patients' lives. Recent patient-led research highlighted a disconnect between healthcare professionals (HCPs) and patients, emphasizing the need for effective and empathetic patient-HCP dialogue and shared decision-making (SDM). The power of virtual reality (VR) to increase empathy and provide impactful learning experiences has been established. This outcome evaluation assessed the ability of VR to improve HCPs' knowledge, attitudes and empathy in MG, aiming to strengthen patient-HCP communication and facilitate SDM. Methods: The ENGAGE educational pilot program comprised a needs assessment, a VR-based intervention and an outcome evaluation. Content for the VR intervention was developed using a patient-centric approach integrating patient and HCP voices. The VR module simulated "a day in the life of Julia," a virtual patient with MG, allowing HCPs to experience MG symptoms and their impact on a patient's life. The experience was implemented in hospital-based workshops. The outcome evaluation included surveys assessing Moore's Levels 2-4, the Theoretical Domains Framework (TDF), and SDM, and was supplemented by semi-structured interviews. Quantitative and qualitative data were analyzed using SPSS Statistics and thematic analysis, respectively. Results: Eighty-seven HCPs completed the VR experience across 12 workshops. Sixty HCPs participated in the outcome evaluation survey, and 10 participated in interviews. HCPs reported high satisfaction with the immersive learning, citing its relevance and ease of use. Based on survey responses, HCPs' most important learnings were a "better understanding of the impact of MG on patients' lives" ( Conclusion: Our study found that the immersive VR intervention effectively increased HCP empathy, knowledge and attitudes in MG care. The program's patient-centric design ensured content relevance. These findings suggest that VR-based learning is a valuable tool for medical education and the improvement of SDM, particularly in rare diseases like MG.

Indexed as

immersive learningMyasthenia gravispatient–healthcare professional communicationshared decision-makingvirtual reality

Identifiers

PMID41607837
PMCPMC12836303

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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.