Category | Barrier | Definition | n | References |
---|---|---|---|---|
Category 1: Condition ( n  = 13 barriers) | ||||
 Condition | Cognitive limitations | A decline in cognitive capabilities, such as reasoning and problem-solving, could negatively affect VR use | 6 | |
General decline | A decline in functional capabilities, such as mobility or communication, could negatively affect VR use | 4 | ||
Distress | VR use could induce distress and anxiety | 4 | ||
Fatigue | Extreme fatigue in patients could negatively affect VR experience | 1 | [34] | |
Dissociation | Experienced disconnection from themselves and the world could negatively affect VR experience | 1 | [34] | |
Highly medicated | Effects of medication use could negatively affect VR use and experience | 1 | [39] | |
 Physical limitations | Cybersickness | Motion- or cybersickness experienced while using VR | 4 | |
Issues with vision/hearing | Limited vision or hearing abilities could negatively affect VR use | 3 | ||
Epilepsy | VR use could trigger a seizure in patients with photosensitive epilepsy | 2 | ||
Poor hand dexterity | Limited ability moving fingers and hands limits the use of VR controllers | 1 | [36] | |
Wheelchair users | The use of a wheelchair can negatively influence movement in VR | 1 | [43] | |
 Socio-demographics | Reluctance due to old age | Elderly can be less technology-aware and uncomfortable to use VR | 7 | |
Language barriers | Language can form a barrier when software is in another language | 1 | ||
Category 2: Technology ( n  = 11 barriers) | ||||
 Technical functionality | Technical issues | Technical malfunctioning of VR hardware | 9 | |
Lack of client safety | Lack of client safety due to unforeseen movement of patient in the treatment room while using VR | 6 | ||
No reliable Wi-Fi | No reliable network connection which is necessary to use VR | 4 | ||
Infection control issues | Difficult to control contaminations when using VR with multiple patients | 3 | ||
Data privacy and security | Lack of data privacy and security when using patient data in VR | 2 | ||
System not charged | Battery of VR system is not charged and VR cannot be used | 1 | [50] | |
 Usability | Lack of patient comfort | The use of VR headset and headphones could be uncomfortable | 4 | |
Usability issues | Issues with the usability and user-friendliness of VR | 3 | ||
Additional effort | The use of VR adds additional steps for healthcare providers during treatment | 2 | ||
 Effect of VR on treatment | Isolation from contact | The VR headset can isolate patients from human contact | 6 | |
Lack of realism | Lack of realism and immersion experienced by patients in VR | 4 | ||
Category 3: Value proposition ( n  = 8 barriers) | ||||
 Influencing treatment | Lack of personalization | Lack of personalization to treatment goals and patients’ needs | 6 | |
Distract from goals | The fun and gamification aspects of VR could distract from treatment goals | 1 | [48] | |
Disinterest therapeutic activities | The preference for VR treatment could cause disinterest in other therapeutic activities | 1 | [48] | |
No translation into real-world improvement | Treatment improvements in VR do not directly translate into real-world improvements outside of the treatment room | 1 | [51] | |
Avoid in-vivo exposure | The use of VR can be a way to avoid in-vivo exposure | 1 | [40] | |
Biased attention in group therapy | When VR is used in group therapy, the attention of the healthcare provider is focused on one patient and not on the other participants | 1 | [50] | |
 Practical resources | Financial costs | Costs of purchasing and time for maintaining VR | 9 | |
Time for maintaining | Lack of time for the maintenance and updating of VR software | 3 | ||
Category 4: Adopter system ( n  = 18 barriers) | ||||
 Factors that influence | Lack of research | Perceived lack of research and evidence on the added value of VR | 10 | |
 Opinion towards VR—healthcare providers | Lack of experience | Perceived lack of experience in working with VR | 7 | |
Lack of suitable patients | Perceived lack of appropriate patients that can be referred to VR treatment or perceived lack of support in referring patients | 3 | ||
Lack of support | Perceived lack of support from management in using VR | 3 | ||
Dissatisfaction with VR | Not satisfied with the use of VR hardware or software | 2 | ||
No interest in VR use | Not interested in using VR technology in treatment | 1 | [58] | |
Negative patient response | Expected negative patient response towards VR | 1 | [46] | |
Resistance to new treatment | A general resistance towards new therapeutic approaches | 1 | [34] | |
 Factors that influence opinion towards VR—patients | Low patient motivation | Patient motivation is low for VR treatment | 5 | |
Stress inducing | The new aspects of VR technology could be stress inducing because patients are exposed to a new form of treatment and new reality | 2 | ||
Disorientation during VR | Patient could experience disorientation when present in VR scenario | 1 | [52] | |
Mistrust in new treatment | Patient mistrust in new or experimental treatment options | 1 | [44] | |
No support healthcare provider | Patient does not feel supported in VR use by healthcare provider | 1 | [50] | |
 Integrating VR in routines | Difficulty combining VR with existing treatment | Perceived difficulty combining VR with existing treatments and integrating VR in existing protocols | 2 | |
 Knowledge and skills of healthcare providers | Lack of time to learn and use VR | Lack of perceived time and opportunities to learn how to use VR and integrate VR in treatment | 8 | |
Lack of knowledge/skills | Lack of knowledge and skills to feel confident using VR | 5 | ||
Difficulty explaining VR | Difficulty explaining the VR system to patients during treatment | 2 | ||
Difficult to learn VR | Difficult to learn how to use VR in treatment with patients | 1 | [40] | |
Category 5: Organization ( n  = 13 barriers) | ||||
 Readiness to innovate | Other goals taking priority | Other goals that do not focus on VR taking priority within the organizational policy | 1 | [43] |
Negative culture towards innovation | Negative organizational culture towards innovation and new technology | 1 | [44] | |
 Introducing VR to healthcare providers | No opportunity to try VR | Not giving an opportunity to healthcare providers to try out VR for themselves | 8 | |
Lack of education | Not organizing enough educational opportunities to learn how to use VR | 2 | ||
Lack of training courses | Not offering enough standardized training courses to healthcare providers | 2 | ||
 Providing support for healthcare providers | Lack of time to learn VR | Not making enough time available for healthcare providers to learn how to use VR | 13 | |
Lack of technical support | Not offering technical support to help set up the VR system or help fix hardware or software malfunctions | 12 | ||
Lack of rooms | Not having enough rooms available for VR treatment | 8 | ||
Insufficient VR systems | Not having enough VR systems available for VR treatment | 3 | ||
No official channels to report performance issues | Not creating official channels to report performance issues experienced during VR treatment | 1 | [50] | |
 Integrating VR in workflow | Lack of guidelines on patient suitability | Lack of guidelines on suitability of patients and medical indication for VR treatment | 3 | |
 Providing conditions for use | Lack of treatment protocols | Lack of validated treatment protocols on how to use VR in treatment | 2 | |
Integration of VR | Not integrating VR in existing workflows and traditional treatment | 1 | [44] | |
Category 6: Wider system ( n  = 3 barriers) | ||||
 Societal development | Not innovation minded | Opinion leaders are not innovation-minded and do not support VR | 2 | |
Focus on well-being over treatment for specific conditions | Health industry’s focus on creating VR for general wellbeing over developing VR treatments for specific conditions | 1 | [44] | |
 Regulatory/legal issues | Ethical or legal concerns | Ethical or legal concerns around the use of VR in treatment, such as cybersecurity, privacy and regulations | 1 | [51] |
Category 7: Embedding and adoption over time ( n  = 3 barriers) | ||||
 Challenge to scale up | Lack of insurance reimbursement | Lack of insurance reimbursement to compensate costs of VR use | 2 | |
Sustainability | VR use is not sustainable over a longer period of time, because risk of hardware quickly becoming obsolete | 2 | ||
Lack of technical support | Lack of technical support to maintain hardware limits upscale of VR use | 1 | [42] |