Centering Patient and Clinician Voices in Developing Tools to Address Pain Related School Impairment: A Phase I Study of a Virtual Reality School Simulation for Children and Adolescents with Chronic Pain
Abstract
:1. Introduction
2. Materials and Methods
2.1. Phase I—Content Focus Groups
2.2. Phase II—Pilot Testing and User Feedback
- Post-VR session open-ended patient interview. We adapted a brief, open-ended interview developed by Griffin et al. [33] to collect feedback on the VR experience from patients. Questions included prompts such as “Tell me about what happened when you were in VR”, “Tell me about the parts that you expected”, “Tell me about the parts that you did NOT expect”, and “If you could change anything about this, how would you make it better?”
- Child Presence Questionnaire: To measure the immersiveness of the pilot intervention, we adapted the Child Presence Questionnaire [34,35]) to obtain participant feedback on their level of engagement with the VR. Questions on this measure included “Did you feel like you were in control of the [VR experience]?”, “Did you feel like you were really there?”, “Were you interested in what you saw?”, “Did the way things moved look real?” Responses were rated on a three-point scale including “No”, “A little”, or “A lot”. This measure has been recommended for the evaluation of pediatric VR interventions [7].
- Post-VR session clinician feedback: We also obtained open-ended feedback from IIPT clinical staff to assess any perceived impacts of the VR intervention on clinical workflow in this setting and how clinicians envision using this tool in their clinical care.
3. Results
3.1. Summary of Phase I Findings
- Make sure that the VR simulation is appropriate for the grade level. There should be high-school and middle-school versions of the simulation.
- If the participant has to take a break from the classroom, incorporate realistic stressors—having to catch up on the content when you come back, having kids stare at you, and teachers being reluctant to provide breaks.
- Make it look, sound, and feel like a real school—walls and lockers should be covered in posters, flyers, stickers, etc. There should be things on the floor like crumpled papers and pen caps. Hallways must be noisy and chaotic. Incorporate practices of sitting on hard chairs.
- Include environments like the cafeteria, the auditorium for assemblies, and gym classes.
- Tailor the challenges to different pain conditions—for example, a student with headaches may find the fluorescent lights challenging, while someone with leg pain might be more worried about getting bumped into in the hallway.
- Incorporate mini games and rewards to make it more motivating.
3.2. Summary of Phase II Findings
- The majority of clinicians (80%) reported some level of nausea or dizziness after going through the VR and most expressed concern that the IIPT patient population could be especially vulnerable to this effect. This was addressed through the addition of increased grounding cues to provide users with a more stable sense of spatial orientation. For the patient pilot, we also transitioned to the use of higher-end GPU hardware (HP Omnicept G2) with eye calibration and IPD (interpupillary distance) tailored to individual users to enhance the accuracy of gaze tracking, increase the smoothness of the visual feedback, and reduce discomfort.
- The environment needed to be more interactive to feel like a real school, (e.g., noisier, more people in the hallways/bumping into you). We added more stimuli in the hallways and also increased the object permanency so that if the user ran into another person or an object, they would receive haptic feedback.
- To address the varying levels of VR familiarity, we added a demonstration portion at the start of the intervention where we provided basic navigation instructions. Participants were then allowed to practice these navigations until they felt like they had gained control over the character and were comfortable with moving into the actual school simulation.
- To clarify the goals of the experience, we added instructions as well as a checklist of tasks that the user had to complete. Users could access this list and instructions anytime throughout the simulation if they needed guidance.
Positive Feedback | Patient Quotes | Clinician Quotes |
---|---|---|
Realistic | “What did feel real was the bells and the talking and all that. That’s what my school looked like.” “It’s a lot more real-like, instead of being in a hospital setting, you’re actually in a school setting.” | “The noise and scenes, especially how kids need to figure out the class schedule and where to go, kids moving around in hallways, noise was realistic.” |
Easy to use | “I felt like it was pretty easy and I don’t play a ton of video games or anything, I think I was doing the control a little wrong and having a little bit of a hard time but it wasn’t super complicated or anything it wasn’t like laggy which I feel like sometimes games that are taking input from more than just the controller sometimes do that.” | |
Exposure to physical and psychological triggers | “Having that weight (of VR equipment backpack) is definitely helpful.” “I think this could help to simulate those stressful situations you might find yourself in when you do return to school, like where people ask you questions.” | “Wearing the backpack and engaging in school tasks makes it a very helpful tool for both physical and social treatment goals.” “(I can see myself using it) as a means of engaging in auditory/visual desensitization” |
Addresses goals that can’t otherwise be easily achieved in clinic | “There was a bit of confusion that kind of adds to the realistic school experience of like not knowing where to go. I feel like that might help get us used to regular school.” | Offers a way to practice navigating a school setting with the pressures that can’t be simulated in clinic This would be helpful as a transition to the school environment to practice strategies and gain exposure to potentially triggering contexts in a controlled manner |
Areas for Improvement | Patient Quotes | Clinician Quotes |
---|---|---|
Movement | “Fix the teleportation, it’s kind of wonky.” “For me it would be easier to like run around in the simulated environment because I am uncomfortable with my actual school environment.” “I think really the biggest key piece that was missing was that like smooth movement of walking.” | “Require actual physical navigation vs. teleportation.” |
Problems with Realism | “Needs to be more chaotic.” “Too cartoony.” | “Some of the portals gave away the answer on where to go (for example: finding the right locker has the portal in front of it).” |
Interactivity | “Make it more interactive, able to talk to people.” | “Make the people in the VR more realistic looking, more interactive (ask questions!).” |
More tasks and scenarios | “I think it would be kind of cool to have like a more like you have to grab multiple things and put it in your backpack or something on your desk or under your desk like something along those lines.” | “Add more settings—(cafeteria, playground, gym), more people, noises, complex tasks to complete.” |
Increase stress of the demands | “I think it would be helpful to have that, being able to have people actually talking in the background and you’re contributing or doing something that might bother someone. Or if people move or come near you, or something like that, that would make more feelings, because those things happen to me and that was really stressful.” | “The stressors of social anxiety or pressure of getting feedback on an assignment or not getting a perfect grade aren’t there yet.” “Add more time pressure/deadlines to physically get through hallways, etc.” |
Treatment Relevance | Patient Quotes | Clinician Quotes |
---|---|---|
Exposure to physical triggers | “It’s a really helpful way to get used to noises, lights, things that are hard about school with headaches.” “It definitely would help with desensitization. People might need to get used to different noises coming from places, like chit-chatting people, or like the bell ringing in the school.” | “I would use it as a means of engaging in auditory/visual desensitization, as a distraction to support improved mobility/standing, as a way of overcoming some school anxiety.” |
Working through emotional challenges | “I think it also could be helpful in (…) simulating like, if people were to ask you questions when you came back to school. Like, having little characters be like ‘Hey, where were you these past couple of weeks?’ Because I feel like that’s something a lot of people dread about going back to school after this program: what people are going to ask them when they come back.” | |
Opportunity to develop coping strategies | “It would help me a lot with coping strategies before I go back to school that I can fall back on in a school setting.” | “Would be most helpful after the patient has learned and practiced strategies to use at school within IIPT.” |
Need to attend to space constraints and patient tolerance | “Important to consider safety awareness (e.g., prone to dizziness), physical tolerance.” “Make sure the physical environment is set up to support this—patients will need room to physically move through the experience.” | |
Potential to be used across multiple disciplines to address various school re-entry challenges | “I have missed a lot of school so it would be very helpful for me because I haven’t been to a full day of school in a while. Even if you simulate for an hour that’s really helpful with the worry over what it’s like to go back.” | “I could see OT and psych using this more within the current simulation, but if there were more tasks related to mobility/gym class settings, it is something I (PT) would also use to help them return to school.” |
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Logan, D.E.; Khanna, K.; Randall, E.; O’Donnell, S.; Reks, T.; McLennan, L. Centering Patient and Clinician Voices in Developing Tools to Address Pain Related School Impairment: A Phase I Study of a Virtual Reality School Simulation for Children and Adolescents with Chronic Pain. Children 2023, 10, 1644. https://doi.org/10.3390/children10101644
Logan DE, Khanna K, Randall E, O’Donnell S, Reks T, McLennan L. Centering Patient and Clinician Voices in Developing Tools to Address Pain Related School Impairment: A Phase I Study of a Virtual Reality School Simulation for Children and Adolescents with Chronic Pain. Children. 2023; 10(10):1644. https://doi.org/10.3390/children10101644
Chicago/Turabian StyleLogan, Deirdre E., Karina Khanna, Edin Randall, Shealyn O’Donnell, Talis Reks, and Logan McLennan. 2023. "Centering Patient and Clinician Voices in Developing Tools to Address Pain Related School Impairment: A Phase I Study of a Virtual Reality School Simulation for Children and Adolescents with Chronic Pain" Children 10, no. 10: 1644. https://doi.org/10.3390/children10101644
APA StyleLogan, D. E., Khanna, K., Randall, E., O’Donnell, S., Reks, T., & McLennan, L. (2023). Centering Patient and Clinician Voices in Developing Tools to Address Pain Related School Impairment: A Phase I Study of a Virtual Reality School Simulation for Children and Adolescents with Chronic Pain. Children, 10(10), 1644. https://doi.org/10.3390/children10101644