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An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care
PURPOSE: Biased perceptions of individuals who are not part of one's in-groups tend to be negative and habitual. Because health care professionals are no less susceptible to biases than are others, the adverse impact of biases on marginalized populations in health care warrants continued attent...
Autores principales: | , , , , , , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Mary Ann Liebert, Inc., publishers
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8985530/ https://www.ncbi.nlm.nih.gov/pubmed/35402778 http://dx.doi.org/10.1089/heq.2021.0128 |
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author | Hershberger, Paul J. Pei, Yong Crawford, Timothy N. Neeley, Sabrina M. Wischgoll, Thomas Patel, Dixit B. Vasoya, Miteshkumar M. Castle, Angie Mishra, Sankalp Surapaneni, Lahari Pogaku, Aman A. Bositty, Aishwarya Pavlack, Todd |
author_facet | Hershberger, Paul J. Pei, Yong Crawford, Timothy N. Neeley, Sabrina M. Wischgoll, Thomas Patel, Dixit B. Vasoya, Miteshkumar M. Castle, Angie Mishra, Sankalp Surapaneni, Lahari Pogaku, Aman A. Bositty, Aishwarya Pavlack, Todd |
author_sort | Hershberger, Paul J. |
collection | PubMed |
description | PURPOSE: Biased perceptions of individuals who are not part of one's in-groups tend to be negative and habitual. Because health care professionals are no less susceptible to biases than are others, the adverse impact of biases on marginalized populations in health care warrants continued attention and amelioration. METHOD: Two characters, a Syrian refugee with limited English proficiency and a black pregnant woman with a history of opioid use disorder, were developed for an online training simulation that includes an interactive life course experience focused on social determinants of health, and a clinical encounter in a community health center utilizing virtual reality immersion. Pre- and post-survey data were obtained from 158 health professionals who completed the simulation. RESULTS: Post-simulation data indicated increased feelings of compassion toward the patient and decreased expectations about how difficult future encounters with the patient would be. With respect to attribution, after the simulation participants were less inclined to view the patient as primarily responsible for their situation, suggesting less impact of the fundamental attribution error. CONCLUSION: This training simulation aimed to utilize components of evidence-based prejudice habit breaking interventions, such as learning more about an individual's life experience to help minimize filling in gaps with stereotyped assumptions. Although training simulations cannot fully replicate or replace the advantages that come with real-world experience, they can heighten awareness in the increase of increasing the cultural sensitivity of clinicians in health care professions for improving health equity. |
format | Online Article Text |
id | pubmed-8985530 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Mary Ann Liebert, Inc., publishers |
record_format | MEDLINE/PubMed |
spelling | pubmed-89855302022-04-07 An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care Hershberger, Paul J. Pei, Yong Crawford, Timothy N. Neeley, Sabrina M. Wischgoll, Thomas Patel, Dixit B. Vasoya, Miteshkumar M. Castle, Angie Mishra, Sankalp Surapaneni, Lahari Pogaku, Aman A. Bositty, Aishwarya Pavlack, Todd Health Equity Original Research PURPOSE: Biased perceptions of individuals who are not part of one's in-groups tend to be negative and habitual. Because health care professionals are no less susceptible to biases than are others, the adverse impact of biases on marginalized populations in health care warrants continued attention and amelioration. METHOD: Two characters, a Syrian refugee with limited English proficiency and a black pregnant woman with a history of opioid use disorder, were developed for an online training simulation that includes an interactive life course experience focused on social determinants of health, and a clinical encounter in a community health center utilizing virtual reality immersion. Pre- and post-survey data were obtained from 158 health professionals who completed the simulation. RESULTS: Post-simulation data indicated increased feelings of compassion toward the patient and decreased expectations about how difficult future encounters with the patient would be. With respect to attribution, after the simulation participants were less inclined to view the patient as primarily responsible for their situation, suggesting less impact of the fundamental attribution error. CONCLUSION: This training simulation aimed to utilize components of evidence-based prejudice habit breaking interventions, such as learning more about an individual's life experience to help minimize filling in gaps with stereotyped assumptions. Although training simulations cannot fully replicate or replace the advantages that come with real-world experience, they can heighten awareness in the increase of increasing the cultural sensitivity of clinicians in health care professions for improving health equity. Mary Ann Liebert, Inc., publishers 2022-03-03 /pmc/articles/PMC8985530/ /pubmed/35402778 http://dx.doi.org/10.1089/heq.2021.0128 Text en © Paul J. Hershberger et al., 2022; Published by Mary Ann Liebert, Inc. https://creativecommons.org/licenses/by/4.0/This Open Access article is distributed under the terms of the Creative Commons License [CC-BY] (http://creativecommons.org/licenses/by/4.0 (https://creativecommons.org/licenses/by/4.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Original Research Hershberger, Paul J. Pei, Yong Crawford, Timothy N. Neeley, Sabrina M. Wischgoll, Thomas Patel, Dixit B. Vasoya, Miteshkumar M. Castle, Angie Mishra, Sankalp Surapaneni, Lahari Pogaku, Aman A. Bositty, Aishwarya Pavlack, Todd An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care |
title | An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care |
title_full | An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care |
title_fullStr | An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care |
title_full_unstemmed | An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care |
title_short | An Interactive Game with Virtual Reality Immersion to Improve Cultural Sensitivity in Health Care |
title_sort | interactive game with virtual reality immersion to improve cultural sensitivity in health care |
topic | Original Research |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8985530/ https://www.ncbi.nlm.nih.gov/pubmed/35402778 http://dx.doi.org/10.1089/heq.2021.0128 |
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