Evidence map›Paper›PMID 42684382›Full record

ArticleJMIR serious games2026

Immersive Virtual Reality for Patient Education in Orthodontics: Cross-Sectional Feasibility and Acceptability Study.

Yoo Jin Kim, Glenn Jou, Hyun Cho, Mathias Stephen Fallis, Glenn Sameshima

Abstract read
In one paragraph

Article in JMIR serious games, 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

5 authors.

Yoo Jin Kim *Center for Advanced Dental Education, Department of Orthodontics, Saint Louis University, St. Louis, MO, United States.ORCID http://orcid.org/0009-0004-2071-7700
Glenn Jou *Department of Pediatric Dentistry and Orthodontics, Herman Ostrow School of Dentistry of USC, University of Southern California, 925 W 34th St, Suite 312E, Los Angeles, CA, 90089-0641, United States, 1 213-740-4352.ORCID http://orcid.org/0009-0000-3042-5761
Hyun ChoDepartment of Media Arts and Technology, University of California, Santa Barbara, Santa Barbara, CA, United States.ORCID http://orcid.org/0009-0009-8232-6680
Mathias Stephen FallisDepartment of Pediatric Dentistry and Orthodontics, Herman Ostrow School of Dentistry of USC, University of Southern California, 925 W 34th St, Suite 312E, Los Angeles, CA, 90089-0641, United States, 1 213-740-4352.ORCID http://orcid.org/0009-0001-7264-6033
Glenn SameshimaDepartment of Pediatric Dentistry and Orthodontics, Herman Ostrow School of Dentistry of USC, University of Southern California, 925 W 34th St, Suite 312E, Los Angeles, CA, 90089-0641, United States, 1 213-740-4352.ORCID http://orcid.org/0000-0002-8389-1114

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Patient education is central to orthodontic care; however, most patients still learn about their malocclusion from conventional records, such as 2D image records. Immersive virtual reality (VR) allows patients to view and manipulate 3D dental models in a head-tracked environment, as part of the serious-games and extended reality family for health education. Evidence on patient-facing immersive VR in orthodontics remains limited, as most dental VR work has addressed student training rather than patient education. Objective: This feasibility study aimed to evaluate acceptance, perceived educational value, self-rated experience, ease of use, and self-reported preference regarding an immersive VR consultation room among patients undergoing orthodontic treatment. Methods: This cross-sectional, single-arm feasibility and acceptability study was conducted in a university orthodontic clinic between August and September 2024. Patients undergoing active orthodontic treatment completed a single, approximately 15-minute immersive VR educational experience using a Meta Quest 3 headset and a Unity3D-developed consultation room presenting a 3D rendering of each participant's own intraoral scan, followed by an investigator-developed postexperience questionnaire. The questionnaire combined a Likert scale and two 10-point numeric items with open-ended prompts. Closed-ended responses were summarized as counts, percentages, and 95% CIs, and numeric items were summarized as means with 95% CIs; open-ended comments were grouped into themes. No inferential testing was performed. Results: Twenty-eight patients completed the study (mean age 21.6, SD 4.3, range 13-33 y; 18 males, 10 females; 5 minors). Sixteen (57%) patients had no prior VR experience, 22 (79%) were interested in using VR to learn about their teeth, and 24 (86%) agreed that VR could help patients understand their teeth and braces. The mean overall experience rating was 7.9 (SD 1.6; 95% CI 7.3-8.5) on a 10-point scale, and the mean ease-of-use rating was 6.6 (SD 2.6; 95% CI 5.7-7.6). Twenty (71%; 95% Wilson score CI 53-85) patients felt VR was a better learning modality than conventional 2D images; 19 (68%; 95% Wilson score CI 49-82) preferred VR with the current setup, and 25 (89%; 95% Wilson score CI 73-96) preferred VR under a hypothetically improved technology scenario. Positive comments emphasized interactivity, 3D visualization, and engagement; negative comments centered on controller difficulty, latency, and motion discomfort. Two (7%) patients reported mild, transient, motion-related discomfort; none discontinued. Conclusions: Patients were generally receptive to an immersive VR consultation room. This work is novel in evaluating patient-facing immersive VR using each patient's own intraoral scan and in identifying actionable usability and motion-comfort barriers. Because the design was single arm and the comparison with conventional 2D image records was self-reported, the findings represent preliminary acceptability evidence, not learning effectiveness. If confirmed in more rigorous studies, immersive VR may serve as an adjunct to communication with patients undergoing orthodontic treatment, warranting controlled studies with an interactive flat-screen 3D comparator; validated usability, presence, and cybersickness instruments; and objective knowledge-gain measures.

Indexed as

digital healthextended realityfeasibility studyimmersive technologyorthodonticspatient educationpatient perceptionserious gamesvirtual reality

Identifiers

PMID42684382
PMCPMC13521208

What OpenQuestion holds

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Registered trials

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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.