Acceptance of Virtual Reality in Trainees Using a Technology Acceptance Model
Author Information
Author(s): Ellen Y Wang, Daniel Qian, Lijin Zhang, Brian S-K Li, Brian Ko, Michael Khoury, Meghana Renavikar, Avani Ganesan, Thomas Caruso
Primary Institution: Stanford University School of Medicine
Hypothesis
What factors predict the behavioral intentions of GME trainees to use VR for patient anxiolysis?
Conclusion
The study found that perceptions of usefulness, ease of use, and enjoyment predicted the intention to use VR as a therapeutic tool among GME trainees.
Supporting Evidence
- Perceptions of usefulness, ease of use, and enjoyment predicted intention to use VR.
- Social influence and facilitating conditions were also strong predictors of behavioral intentions.
- The study achieved a 12.9% participation rate from GME trainees.
Takeaway
This study looked at how medical trainees feel about using virtual reality to help patients feel less anxious. It found that if they think VR is useful and fun, they're more likely to want to use it.
Methodology
Participants were surveyed after experiencing a VR application designed to reduce anxiety, followed by a survey on their demographics and perceptions.
Potential Biases
Participants may have overestimated perceived ease of use since they were not involved in the setup of the VR application.
Limitations
The study may have selection bias as those interested in VR were more likely to participate, and it did not analyze trainees by specialty.
Participant Demographics
Participants included 198 GME trainees, with a mean age of 31.3 years, evenly split between male and female.
Statistical Information
P-Value
<0.001
Statistical Significance
p<0.05
Digital Object Identifier (DOI)
Want to read the original?
Access the complete publication on the publisher's website