TY - JOUR
T1 - A randomized controlled trial investigating experiential virtual reality communication on prudent antibiotic use
AU - Plechatá, Adéla
AU - Makransky, Guido
AU - Böhm, Robert
N1 - Funding Information:
We would like to thank Michael Atchapero, who led the simulation development. We further thank Hannah D. Obertautsch and Sabrina Forst, who helped with the data collection. Open Access funding was provided by the University of Vienna.
Publisher Copyright:
© The Author(s) 2024.
PY - 2024/9/12
Y1 - 2024/9/12
N2 - Antimicrobial resistance (AMR) is a global health threat. This randomized controlled trial evaluates the impact of experiential virtual reality (VR) versus information provision via VR or leaflet on prudent antibiotic use. A total of 249 (239 analyzed) participants were randomized into three conditions: VR Information + Experience, VR Information, or Leaflet Information. All participants received AMR information, while those in the VR Information + Experience condition additionally engaged in a game, making treatment decisions for their virtual avatar's infection. Participants in the VR Information + Experience condition showed a significant increase in prudent use intentions from baseline (d = 1.48). This increase was significantly larger compared to the VR Information (d = 0.50) and Leaflet Information (d = 0.79) conditions. The increase in intentions from baseline remained significant at follow-up in the VR Information + Experience condition (d = 1.25). Experiential VR communication shows promise for promoting prudent antibiotics use.
AB - Antimicrobial resistance (AMR) is a global health threat. This randomized controlled trial evaluates the impact of experiential virtual reality (VR) versus information provision via VR or leaflet on prudent antibiotic use. A total of 249 (239 analyzed) participants were randomized into three conditions: VR Information + Experience, VR Information, or Leaflet Information. All participants received AMR information, while those in the VR Information + Experience condition additionally engaged in a game, making treatment decisions for their virtual avatar's infection. Participants in the VR Information + Experience condition showed a significant increase in prudent use intentions from baseline (d = 1.48). This increase was significantly larger compared to the VR Information (d = 0.50) and Leaflet Information (d = 0.79) conditions. The increase in intentions from baseline remained significant at follow-up in the VR Information + Experience condition (d = 1.25). Experiential VR communication shows promise for promoting prudent antibiotics use.
UR - http://www.scopus.com/inward/record.url?scp=85203584063&partnerID=8YFLogxK
U2 - 10.1038/s41746-024-01240-3
DO - 10.1038/s41746-024-01240-3
M3 - Article
C2 - 39266716
SN - 2398-6352
VL - 7
SP - 244
JO - npj Digital Medicine
JF - npj Digital Medicine
IS - 1
M1 - 244
ER -