2022
DOI: 10.2196/28595
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Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training

Abstract: The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual … Show more

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Cited by 36 publications
(29 citation statements)
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“…In summary, VR or AR might be a complementary, but not a substitution, for training health care providers in basic and advanced life support. In this context, currently available data show heterogeneous results [ 44 ].
Fig.
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Section: Main Textmentioning
confidence: 99%
“…In summary, VR or AR might be a complementary, but not a substitution, for training health care providers in basic and advanced life support. In this context, currently available data show heterogeneous results [ 44 ].
Fig.
…”
Section: Main Textmentioning
confidence: 99%
“…Educators could use SPECTRa’s data logging and recording features to assess participants’ clinical reasoning, decision making, and verbal communication during single or multipatient care. With the features mentioned above, SPECTRa can address some recently noted limitations of current simulation tools for emergency care training and education (Ricci et al, 2022).…”
Section: Discussionmentioning
confidence: 99%
“…Gamification is a simulation technology using game design elements (e.g., challenges, points, and rewards) in non-game contexts. Advantages of gamification include (1) no time- and location-boundedness, as it provides low-risk learning, (2) less resource requirement as it offers contactless learning without a teacher, and (3) users' increased level of focus and attention as the unpredictability is embedded within the simulation ( 26 , 27 ). Some studies have adopted gamification design in HIV interventions, such as reducing shame levels and risky sexual behaviors in MSM and increasing self-efficacy for HIV status disclosure in HIV-positive MSM ( 28 , 29 ).…”
Section: Methodsmentioning
confidence: 99%