2019
DOI: 10.2144/btn-2019-0085
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Taking Virtual Reality out of the Game and Into Healthcare

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Cited by 2 publications
(4 citation statements)
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“…Globally, the use of immersive and virtual reality (VR) technology to improve health related outcomes has increased significantly in recent years (Aboalsamh et al, 2011;Li et al, 2011;Fernández-Aranda et al, 2012;Mirelman et al, 2013;Scapin et al, 2018;Martin and Lake, 2019;Stewart et al, 2019). Virtual reality is defined as 'the use of computer technology to create a simulated environment' (Department for Business, Energy and Industrial Strategy, 2020).…”
Section: Introductionmentioning
confidence: 99%
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“…Globally, the use of immersive and virtual reality (VR) technology to improve health related outcomes has increased significantly in recent years (Aboalsamh et al, 2011;Li et al, 2011;Fernández-Aranda et al, 2012;Mirelman et al, 2013;Scapin et al, 2018;Martin and Lake, 2019;Stewart et al, 2019). Virtual reality is defined as 'the use of computer technology to create a simulated environment' (Department for Business, Energy and Industrial Strategy, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…However, to ensure DH technology is used correctly within palliative care, further research and thoughtful consideration is required (Mills, 2019). Indeed, an expansive body of research supports the use of VR within healthcare, which has been associated with the alleviation of pain, anxiety and distress among burn patients, people with psychological conditions, including obsessive-compulsive disorder, post-traumatic stress disorder and attention deficit disorder, patients with heart failure, Parkinson's disease, dementia and palliative care needs (Scapin et al, 2018;North and North, 2016;Stewart et al, 2019;Martin and Lake, 2019;Perna-Forrest, 2017;Perna-Forrest and Minton, 2019).…”
Section: Introductionmentioning
confidence: 99%
“…Virtual reality (VR) technology has existed since the 1970s but has only recently advanced to the point of being commercially viable for everyday applications [ 1–3 ]. Physical reality and VR represent end points on the reality–virtuality continuum ( Figure 1 ), with mixed reality (MR) representing the merging of different degrees of virtual and real content [ 4 ].…”
mentioning
confidence: 99%
“…While public experience with MR applications is primarily through gaming, the technology is increasingly being used by academics and researchers for science, technology, engineering and mathematics (STEM) purposes [ 1–3 , 7–9 ]. Virtual content allows interactivity that is not possible in physical reality or on a computer screen.…”
mentioning
confidence: 99%