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Preliminary research of empathy education in medical students through virtual scenario experience

A randomized case-control study of empathy education in fifth-year and sixth-year medical students through different versions of virtual scenario experiences

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12624000297527
Enrollment
59
Registered
2024-03-21
Start date
2021-01-26
Completion date
2021-06-25
Last updated
2024-03-25

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

This study integrated medical education experience and VR technology to simulate a day in the life of a depressed medical student in order to explore the efficacy of an immersive VR experience in enhancing the empathy of medical students and then evaluate the user experience of this VR system in different aspects. We hypothesized that VR would increase the attitude and empathy among the two controlled groups.

Interventions

The virtual reality (VR) in the interventional group depicts a character as a depressed medical student and comprises three scenes. In the school setting, she wakes up from a nap, struggles to concentrate and take notes in her pharmacology course, and learns about her unsatisfactory test score during a post-class discussion. Feeling uneasy about the conversation, she avoids it, leading to inquiries from concerned classmates. This discomfort prompts her to ruminate on negative memories. The hospi

The virtual reality (VR) in the interventional group depicts a character as a depressed medical student and comprises three scenes. In the school setting, she wakes up from a nap, struggles to concentrate and take notes in her pharmacology course, and learns about her unsatisfactory test score during a post-class discussion. Feeling uneasy about the conversation, she avoids it, leading to inquiries from concerned classmates. This discomfort prompts her to ruminate on negative memories. The hospital scene portrays her helplessness as a doctor hurriedly asks questions. At home, she isolates herself, loses interest in playing the guitar, resorts to her cellphone for solace, and encounters distressing social news. Amid parental criticism, she hesitates to join friends for a reunion, ultimately contemplating a tragic decision and swallowing all her drugs. The VR utilizes an HTC VIVE Cosmos, developed with Unity 2019 software and connected to the VIVE device via Steam VR 2.6.1. The video's duration is 16:20 minutes, administered in a single session at the Chang Gung Memorial Hospital seminar room, supervised by investigators. A comparison with the control treatment reveals distinct elements in the intervention group, such as blurred faces, dim lighting, repeated internal monologue, and unattainable tasks designed to simulate characteristics of depression like inattention, a monotonous and boring life feeling, ruminating thoughts, and fatigue.

Sponsors

Chang Gung Memorial Hospital
Lead SponsorHospital

Study design

Allocation
Randomised controlled trial
Primary purpose
Educational / counselling / training

Eligibility

Sex/Gender
All
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

fifth-year and sixth-year medical students of any gender from Chang Gung University

Exclusion criteria

medical students who had previously trained in the psychiatry department.

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 6, 2026