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Effect of Immersive Virtual Reality Teamwork Training on Safety Behaviors During Surgical Cases: Nonrandomized Intervention Versus Controlled Pilot Study

Effect of Immersive Virtual Reality Teamwork Training on Safety Behaviors During Surgical Cases: Nonrandomized Intervention Versus Controlled Pilot Study

Virtual reality (VR) is a digital technology that enables a virtual manifestation of the real world [11]. VR provides a more captivating experience compared to viewing a conventional video, as it fully envelopes the viewer within the narrative [12]. In VR, the audience becomes an integral part of the story rather than merely an onlooker.

Lukasz Mazur, Logan Butler, Cody Mitchell, Shaian Lashani, Shawna Buchanan, Christi Fenison, Karthik Adapa, Xianming Tan, Selina An, Jin Ra

JMIR Med Educ 2025;11:e66186

School-Based Virtual Reality Programming for Obtaining Moderate-Intensity Exercise Among Children With Disabilities: Pre-Post Feasibility Study

School-Based Virtual Reality Programming for Obtaining Moderate-Intensity Exercise Among Children With Disabilities: Pre-Post Feasibility Study

In 2019, the first study to use a VR HMD among children with disabilities demonstrated that 2 children with spina bifida could obtain health-enhancing doses of moderate-intensity exercise at home with behavioral telehealth coaching. Since then, HMDs have been used in a variety of contexts, such as pediatric rehabilitation, pain management, and mindfulness training [16-19].

Byron Lai, Ashley Wright, Bailey Hutchinson, Larsen Bright, Raven Young, Drew Davis, Sultan Ali Malik, James H Rimmer, Pelham High Community Engagement Group

JMIR Form Res 2025;9:e65801

The Efficacy of Virtual Reality on the Rehabilitation of Musculoskeletal Diseases: Umbrella Review

The Efficacy of Virtual Reality on the Rehabilitation of Musculoskeletal Diseases: Umbrella Review

The type of VR that Guo et al [22] mainly aimed at is immersive. The findings of the study by Guo et al [22] show that immersive VR can reduce pain (MD –1.38, 95% CI –2.32 to –0.44; P=.004; I2=94%) in individuals with knee joint pain compared to traditional rehabilitation, and individuals who use immersive VR for rehabilitation have better balance (MD 0.41, 95% CI 0.12-0.69; P=.005; I2=0%).

Peiyuan Tang, Yangbin Cao, Djandan Tadum Arthur Vithran Vithran, Wenfeng Xiao, Ting Wen, Shuguang Liu, Yusheng Li

J Med Internet Res 2025;27:e64576

Impact of a Virtual Reality Video ("A Walk-Through Dementia") on YouTube Users: Topic Modeling Analysis

Impact of a Virtual Reality Video ("A Walk-Through Dementia") on YouTube Users: Topic Modeling Analysis

This research seeks to understand the general public’s experience with VR videos on ADRD. By analyzing You Tube comments, the study will explore whether these VR videos can enhance public awareness of ADRD and serve as an effective tool for addressing misunderstandings and stigma surrounding ADRD. We followed a 3-step exploratory research approach to conduct the study. First, we collected comprehensive data by gathering the most viewed VR video series on You Tube.

Xiaoli Li, Xiaoyu Liu, Cheng Yin, Sandra Collins, Eman Alanazi

JMIR Form Res 2025;9:e67755

Virtual Reality Respiratory Biofeedback in an Outpatient Pediatric Pain Rehabilitation Program: Mixed Methods Pilot Study

Virtual Reality Respiratory Biofeedback in an Outpatient Pediatric Pain Rehabilitation Program: Mixed Methods Pilot Study

VR has the potential to be even more engaging than a computer-delivered biofeedback program because VR limits outside distractions and can increase one’s ability to focus on what is being presented in the VR headset. The use of VR alone, using only relaxing scenes without a biofeedback component, has demonstrated decreases in patients’ perception of pain in both acute and chronic pain management [25,26].

Kristin Recker, Julia Silliman, Karolina Gifford, Parth Patel, Lisgelia Santana, Aimee K Hildenbrand, Shreela Palit, Rachel Wasserman

JMIR Rehabil Assist Technol 2025;12:e66352

Extended Reality (XR) in Pediatric Acute and Chronic Pain: Systematic Review and Evidence Gap Map

Extended Reality (XR) in Pediatric Acute and Chronic Pain: Systematic Review and Evidence Gap Map

Of the included articles, all 90 studies used VR technology, and no studies reported the use of AR technology. As such, when discussing XR for pediatric pain management, currently this is exclusively VR technology.

Courtney W Hess, Brittany N Rosenbloom, Giulia Mesaroli, Cristal Lopez, Nhat Ngo, Estreya Cohen, Carley Ouellette, Jeffrey I Gold, Deirdre Logan, Laura E Simons, Jennifer N Stinson

JMIR Pediatr Parent 2025;8:e63854

Medical Device Based on a Virtual Reality–Based Upper Limb Rehabilitation Software: Usability Evaluation Through Cognitive Walkthrough

Medical Device Based on a Virtual Reality–Based Upper Limb Rehabilitation Software: Usability Evaluation Through Cognitive Walkthrough

Virtual reality (VR) technology has emerged as a promising tool in rehabilitation therapy, offering immersive and interactive features that can improve patient engagement and therapeutic outcomes [3-5]. Through tailored feedback and adjustable difficulty levels, VR-based rehabilitation programs can address diverse patient needs and therapeutic goals [6].

Seojin Hong, Hyun Choi, Hyosun Kweon

JMIR Form Res 2025;9:e68149

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

In the last 10 years, a new form of active video gaming has emerged involving the use of virtual reality (VR). This new form of gaming allows users to wear a head-mounted display and use handheld controllers to interact with a virtual environment using movement in all 3 planes of motion. VR is relatively new compared to other forms of active gaming, so little is known about the physical activity levels reached during gameplay of commercial VR games.

Brenden Boots, Daniel Berg, Easton Hewitt, Keith Naugle, Kelly Naugle

JMIR Serious Games 2025;13:e66593

Exploring the Role of Immersive Virtual Reality Simulation in Health Professions Education: Thematic Analysis

Exploring the Role of Immersive Virtual Reality Simulation in Health Professions Education: Thematic Analysis

While experts anticipate the potential for VR to transform medical education [1], without a better understanding of the role VR will play in our training programs, these statements may amount to nothing more than vague future promises. Therefore, characterization of the early use of VR is imperative to clarify its evolving role and gain insights that will allow us to implement this technology to its fullest potential.

Jordan Talan, Molly Forster, Leian Joseph, Deepak Pradhan

JMIR Med Educ 2025;11:e62803

At-Home Virtual Reality Intervention for Patients With Chronic Musculoskeletal Pain: Single-Case Experimental Design Study

At-Home Virtual Reality Intervention for Patients With Chronic Musculoskeletal Pain: Single-Case Experimental Design Study

Even though VR for CMP seems promising, much is still unknown about its underlying mechanisms (eg, distraction or skills-building) [11] and influences on an individual level, as previous studies applied a nomothetic approach [9]. Since the principles underlying VR for CMP remain a black box [12], an idiographic approach is warranted for a complex condition like CMP to gain insight into the influence of VR on individual outcomes [13].

Syl Slatman, Lieke Heesink, Reinoud Achterkamp, José Broeks, Nelson Monteiro de Oliveira, Remko ter Riet, Marjolein Stegeman, Monique Tabak

JMIR XR Spatial Comput 2025;2:e58784