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Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial

Vaccine hesitancy poses one of the largest threats to global health. Informing people about the collective benefit of vaccination has great potential in increasing vaccination intentions. This research investigates the potential for engaging experiences in immersive virtual reality (VR) to strengthe...

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Autores principales: Vandeweerdt, Clara, Luong, Tiffany, Atchapero, Michael, Mottelson, Aske, Holz, Christian, Makransky, Guido, Böhm, Robert
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8928717/
https://www.ncbi.nlm.nih.gov/pubmed/35301359
http://dx.doi.org/10.1038/s41598-022-08120-4
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author Vandeweerdt, Clara
Luong, Tiffany
Atchapero, Michael
Mottelson, Aske
Holz, Christian
Makransky, Guido
Böhm, Robert
author_facet Vandeweerdt, Clara
Luong, Tiffany
Atchapero, Michael
Mottelson, Aske
Holz, Christian
Makransky, Guido
Böhm, Robert
author_sort Vandeweerdt, Clara
collection PubMed
description Vaccine hesitancy poses one of the largest threats to global health. Informing people about the collective benefit of vaccination has great potential in increasing vaccination intentions. This research investigates the potential for engaging experiences in immersive virtual reality (VR) to strengthen participants’ understanding of community immunity, and therefore, their intention to get vaccinated. In a pre-registered lab-in-the-field intervention study, participants were recruited in a public park (tested: [Formula: see text] , analyzed: [Formula: see text] ). They were randomly assigned to experience the collective benefit of community immunity in a gamified immersive virtual reality environment ([Formula: see text] of sample), or to receive the same information via text and images ([Formula: see text] of sample). Before and after the intervention, participants indicated their intention to take up a hypothetical vaccine for a new COVID-19 strain (0–100 scale) and belief in vaccination as a collective responsibility (1–7 scale). The study employs a crossover design (participants later received a second treatment), but the primary outcome is the effect of the first treatment on vaccination intention. After the VR treatment, for participants with less-than-maximal vaccination intention, intention increases by 9.3 points (95% CI: 7.0 to [Formula: see text] ). The text-and-image treatment raises vaccination intention by 3.3 points (difference in effects: 5.8, 95% CI: 2.0 to [Formula: see text] ). The VR treatment also increases collective responsibility by 0.82 points (95% CI: 0.37 to [Formula: see text] ). The results suggest that VR interventions are an effective tool for boosting vaccination intention, and that they can be applied “in the wild”—providing a complementary method for vaccine advocacy.
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spelling pubmed-89287172022-03-17 Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial Vandeweerdt, Clara Luong, Tiffany Atchapero, Michael Mottelson, Aske Holz, Christian Makransky, Guido Böhm, Robert Sci Rep Article Vaccine hesitancy poses one of the largest threats to global health. Informing people about the collective benefit of vaccination has great potential in increasing vaccination intentions. This research investigates the potential for engaging experiences in immersive virtual reality (VR) to strengthen participants’ understanding of community immunity, and therefore, their intention to get vaccinated. In a pre-registered lab-in-the-field intervention study, participants were recruited in a public park (tested: [Formula: see text] , analyzed: [Formula: see text] ). They were randomly assigned to experience the collective benefit of community immunity in a gamified immersive virtual reality environment ([Formula: see text] of sample), or to receive the same information via text and images ([Formula: see text] of sample). Before and after the intervention, participants indicated their intention to take up a hypothetical vaccine for a new COVID-19 strain (0–100 scale) and belief in vaccination as a collective responsibility (1–7 scale). The study employs a crossover design (participants later received a second treatment), but the primary outcome is the effect of the first treatment on vaccination intention. After the VR treatment, for participants with less-than-maximal vaccination intention, intention increases by 9.3 points (95% CI: 7.0 to [Formula: see text] ). The text-and-image treatment raises vaccination intention by 3.3 points (difference in effects: 5.8, 95% CI: 2.0 to [Formula: see text] ). The VR treatment also increases collective responsibility by 0.82 points (95% CI: 0.37 to [Formula: see text] ). The results suggest that VR interventions are an effective tool for boosting vaccination intention, and that they can be applied “in the wild”—providing a complementary method for vaccine advocacy. Nature Publishing Group UK 2022-03-17 /pmc/articles/PMC8928717/ /pubmed/35301359 http://dx.doi.org/10.1038/s41598-022-08120-4 Text en © The Author(s) 2022 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Vandeweerdt, Clara
Luong, Tiffany
Atchapero, Michael
Mottelson, Aske
Holz, Christian
Makransky, Guido
Böhm, Robert
Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial
title Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial
title_full Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial
title_fullStr Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial
title_full_unstemmed Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial
title_short Virtual reality reduces COVID-19 vaccine hesitancy in the wild: a randomized trial
title_sort virtual reality reduces covid-19 vaccine hesitancy in the wild: a randomized trial
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8928717/
https://www.ncbi.nlm.nih.gov/pubmed/35301359
http://dx.doi.org/10.1038/s41598-022-08120-4
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