Evidence map›Paper›PMID 42610023›Full record

Observational studyFrontiers in public health2026

Virtual reality, real-world rhythm: evaluating gamified training for medical students.

Florian Ettl, Felix Eibensteiner, Robert Greif, Stefan Mayhardt, Stefan Nern, Luca Michael Kurz, Benedict Alan Daniels, Günther F Körmöczi, Anahit Anvari-Pirsch, Jürgen Grafeneder and 1 more

Abstract readObservational Study
In one paragraph

Observational study in Frontiers in public health, 2026. 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

11 authors.

Florian EttlDepartment of Emergency Medicine, Medical University of Vienna, Vienna, Austria.
Felix EibensteinerDepartment of Emergency Medicine, Medical University of Vienna, Vienna, Austria.
Robert GreifFaculty of Medicine, University of Bern, Bern, Switzerland.
Stefan MayhardtDepartment of Emergency Medicine, Medical University of Vienna, Vienna, Austria.
Stefan NernDepartment of Emergency Medicine, Medical University of Vienna, Vienna, Austria.
Luca Michael KurzDepartment of Emergency Medicine, Medical University of Vienna, Vienna, Austria.
Benedict Alan DanielsDepartment of Emergency Medicine, Medical University of Vienna, Vienna, Austria.
Günther F KörmöcziDepartment of Transfusion Medicine and Cell Therapy, Medical University of Vienna, Vienna, Austria.
Anahit Anvari-PirschTeaching Center, Medical University of Vienna, Vienna, Austria.
Jürgen GrafenederDepartment of Emergency Medicine, Medical University of Vienna, Vienna, Austria.
Christoph SchrieflDepartment of Emergency Medicine, Medical University of Vienna, Vienna, Austria.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Virtual reality (VR) and gamification are increasingly recommended as adjuncts in resuscitation education, but their integration into undergraduate medical curricula and data on usability and learner acceptance remain limited. We evaluated a newly developed, gamified VR training application for medical students during their preparation for an Objective Structured Clinical Examination (OSCE). Methods: In this single-centre observational questionnaire study, fourth-year medical students completed VR-based advanced life support (ALS) training with randomized electrocardiogram (ECG) rhythms and gamified decision tasks. The primary outcome was usability measured with the Virtual Reality System Usability Questionnaire (VRSUQ; 0-100 points). Secondary outcomes included VR-induced symptoms (VRSQ; 0-100 points), self-rated rhythm-analysis competence before and after training (1-10), self-rated in-app performance (0-10), and trainer-reported feasibility. Continuous variables are presented as median (interquartile range [IQR]). Associations between outcomes were assessed using Spearman rank correlation coefficients. Results: Of 660 eligible students, 294 (44.5%) participated in the VR-study and completed the questionnaires. Usability was high (VRSUQ 83.3 [IQR 72.2-91.7]). VR-induced symptoms were low (VRSQ 8.3 [IQR 0.0-16.7]). Self-rated competence increased from 5.0 (IQR 4.0-7.0) before training to 8.0 (IQR 7.0-8.0) after training ( Conclusion: Gamified VR-based ALS training for medical students is feasible, demonstrates high usability and low symptom burden, and improves self-assessed competence. VR appears to be a well-accepted adjunct to undergraduate resuscitation education.

Indexed as

Education, Medical, UndergraduateStudents, MedicalVideo GamesVirtual RealityAdultClinical CompetenceElectrocardiographyFemaleHumansMaleSurveys and QuestionnairesYoung Adultadvanced life supportgamificationmedical educationOSCEresuscitationresuscitation trainingvirtual reality

Identifiers

PMID42610023
PMCPMC13479972

What OpenQuestion holds

Textmetadata
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Registered trials

None linked

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.