Abstract
Virtual reality (VR) offers a safe, immersive environment for medical training, but some users remain skeptical about a broader implementation. Our study aims to explore how personality traits, affective responses, and task-related perceptions correlate with attitudes towards VR-based medical emergency training. Forty-seven medical students participated in a 30-minute VR emergency training. Personality traits were assessed using the short version of the Big Five Inventory beforehand, while affective responses (using the Positive and Negative Affect Schedule, PANAS), stress, and motivation were measured before and after the training. Participants also rated the sessions’ difficulty, cognitive challenge, and technical maturity of the VR program and their acceptance of VR for training and examination purposes. Cluster analysis identified three groups: Cluster 1, characterized by low technical affinity, limited prior VR experience, and high extraversion, demonstrated the greatest increase in negative affective responses and the lowest VR acceptance. In contrast, cluster 3, with high technical affinity and neuroticism, experienced more positive affective responses and increased motivation, expressing high acceptance of VR for training purposes but some reservation regarding its use in examinations. Cluster 2 displayed balanced affective responses and strong support for VR use in both settings. Thematic analysis identified perceived lack of control due to insufficient medical knowledge, technical issues, and simulation sickness as sources of negative affective responses. In conclusion, personality and affective responses may play a significant role in shaping the attitude towards VR training applications. Uncovering emotional barriers to VR adoption among skeptical users and understanding their underlying reasons may inform future strategies for overcoming them. Given the relatively small sample size, results of this preliminary study should be expanded through further examination of diverse populations and a broader range of VR applications.
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