Skip to main content

Table 2 Barriers to implementation and the number of publications they were mentioned in (n)

From: Implementation of virtual reality in healthcare: a scoping review on the implementation process of virtual reality in various healthcare settings

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

[34,35,36,37,38,39]

General decline

A decline in functional capabilities, such as mobility or communication, could negatively affect VR use

4

[35,36,37,38]

Distress

VR use could induce distress and anxiety

4

[34, 38,39,40]

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

[13, 34, 39, 41]

Issues with vision/hearing

Limited vision or hearing abilities could negatively affect VR use

3

[35, 36, 39]

Epilepsy

VR use could trigger a seizure in patients with photosensitive epilepsy

2

[41, 42]

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

[34, 37, 38, 44,45,46,47]

Language barriers

Language can form a barrier when software is in another language

1

[37, 42]

Category 2: Technology ( n  = 11 barriers)

 Technical functionality

Technical issues

Technical malfunctioning of VR hardware

9

[13, 40, 42, 43, 48,49,50,51,52]

Lack of client safety

Lack of client safety due to unforeseen movement of patient in the treatment room while using VR

6

[13, 34, 44, 53,54,55]

No reliable Wi-Fi

No reliable network connection which is necessary to use VR

4

[45, 46, 48, 50]

Infection control issues

Difficult to control contaminations when using VR with multiple patients

3

[38, 39, 52]

Data privacy and security

Lack of data privacy and security when using patient data in VR

2

[44, 51]

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

[34, 44, 52, 56]

Usability issues

Issues with the usability and user-friendliness of VR

3

[34, 53, 55]

Additional effort

The use of VR adds additional steps for healthcare providers during treatment

2

[13, 50]

 Effect of VR on treatment

Isolation from contact

The VR headset can isolate patients from human contact

6

[40, 41, 45,46,47, 56]

Lack of realism

Lack of realism and immersion experienced by patients in VR

4

[13, 40, 41, 57]

Category 3: Value proposition ( n  = 8 barriers)

 Influencing treatment

Lack of personalization

Lack of personalization to treatment goals and patients’ needs

6

[13, 44, 50, 51, 58, 59]

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

[34, 38, 41, 42, 44,45,46, 51, 53]

Time for maintaining

Lack of time for the maintenance and updating of VR software

3

[13, 42, 44]

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

[13, 34, 37,38,39, 41, 43, 44, 46, 58]

 Opinion towards VR—healthcare providers

Lack of experience

Perceived lack of experience in working with VR

7

[35, 40, 43,44,45,46, 49]

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

[13, 43, 60]

Lack of support

Perceived lack of support from management in using VR

3

[43, 60, 61]

Dissatisfaction with VR

Not satisfied with the use of VR hardware or software

2

[38, 49]

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

[13, 35, 43, 51, 58]

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

[35, 47]

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

[36, 48]

 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

[13, 38, 42, 45, 46, 48, 50, 58]

Lack of knowledge/skills

Lack of knowledge and skills to feel confident using VR

5

[34, 44, 46, 52, 53]

Difficulty explaining VR

Difficulty explaining the VR system to patients during treatment

2

[37, 43]

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

[13, 34, 37, 38, 47, 48, 50, 54]

Lack of education

Not organizing enough educational opportunities to learn how to use VR

2

[13, 37]

Lack of training courses

Not offering enough standardized training courses to healthcare providers

2

[38, 41]

 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

[13, 37, 38, 42,43,44,45,46, 48, 50, 53, 58, 59]

Lack of technical support

Not offering technical support to help set up the VR system or help fix hardware or software malfunctions

12

[13, 34, 38, 42,43,44,45,46, 50, 53, 58, 60]

Lack of rooms

Not having enough rooms available for VR treatment

8

[13, 35, 37, 38, 44, 48, 50, 58]

Insufficient VR systems

Not having enough VR systems available for VR treatment

3

[13, 35, 38]

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

[34, 44, 50]

 Providing conditions for use

Lack of treatment protocols

Lack of validated treatment protocols on how to use VR in treatment

2

[41, 42]

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

[44, 46]

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

[44, 53]

Sustainability

VR use is not sustainable over a longer period of time, because risk of hardware quickly becoming obsolete

2

[41, 59]

Lack of technical support

Lack of technical support to maintain hardware limits upscale of VR use

1

[42]