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. 2023 Jun 16;4:67. doi: 10.1186/s43058-023-00442-2

Table 3.

Facilitators to implementation and the number of publications they were mentioned in (n)

Category Facilitator Definition n References
Category 1: Condition ( n  = 1 facilitator)
Socio-demographics Young age Younger people may be more open to new technology and feel comfortable to use VR during treatment 2 [34, 38]
Category 2: Technology ( n  = 5 facilitators)
Technical functionality Client safety Client is physically safe in treatment room while using VR hardware 6 [13, 34, 44, 5355]
Reliability VR hardware is reliable and stable while in use 1 [55]
Usability Patient comfort The patient is comfortable while using VR hardware and software 4 [34, 44, 52, 56]
Easy to use The VR hardware and software is easy to use by end-users 3 [34, 53, 55]
Effect of VR on treatment Realism and immersion VR is able to induce feelings of realism and immersion 4 [13, 40, 41, 57]
Category 3: Value proposition ( n  = 8 facilitators)
Influencing treatment Safe and controlled environment Having a virtual environment that is controlled by the healthcare provider and therefore offers a safe space to practice behavior 5 [3941, 45, 51]
Different reality Practice behavior in a virtual environment of choice, while physically in the treatment room 4 [41, 44, 48, 51]
Personalizing treatment VR can be adapted to fit patient needs and treatment goals 3 [51, 54, 55]
Facilitate human interaction VR could facilitate human contact by practicing virtual roleplays, which other technologies can not 3 [39, 45, 47]
Control and self-efficacy VR could increase behavioral control and self-efficacy in patients 2 [41, 51]
Insight into behavior and experiences VR could increase insight of healthcare provider into behavior of patients and their experiences 1 [34]
Practical resources Financial viability VR demonstrates financial viability and has a strong business case 1 [34]
Time and resource efficient VR is time and resource efficient to use compared to other treatment forms 1 [40]
Category 4: Adopter system ( n  = 18 facilitators)
Factors that influence opinion towards VR—healthcare providers Evidence of VR value Availability of validated evidence on the value of VR for treatment 10 [13, 34, 3739, 41, 43, 44, 46, 58]
Experience with technology Having experience with technology in general and/or with VR 7 [35, 40, 4346, 49]
Added value of VR Being aware of the benefits of VR for patients and treatment 4 [34, 36, 46, 48]
Improvement in patients Perception of improvement in patients’ health and treatment goals 2 [37, 50]
Satisfaction with VR Being satisfied with the usability of VR hardware and software 2 [38, 49]
Support from management Perceived support from management to use VR 2 [43, 58]
Innovativeness Being intrigued by the innovativeness of VR in existing treatment 1 [45]
Attitude towards VR—patients Patient motivation VR could enhance patient motivation and engagement in treatment 11 [13, 34, 35, 40, 43, 48, 50, 51, 53, 5759]
Positive VR is perceived as positive, fun and engaging by patients 1 [50]
Less stressful Exposure in VR is less stressful than in-vivo exposure 1 [51]
Encouraged by healthcare provider Patient feels encouraged and supported by healthcare provider to use VR 1 [50]
Attitude towards VR—colleagues Positive social influence Positive opinion of VR of colleagues causes a “domino effect” 1 [37]
Integrating VR in routines Combine and integrate VR The capacity to combine and integrate VR in existing treatment 2 [36, 48]
Knowledge and skills needed to use VR Training Offering training on how to use VR hardware and software 8 [34, 35, 37, 39, 45, 46, 48, 50]
Knowledge and skills Developing sufficient knowledge and skills to feel confident and comfortable using VR 5 [34, 44, 46, 52, 53]
Intervision The possibility of frequent contact with colleagues on VR for support, troubleshooting and reviewing VR use 2 [13, 45]
Protocols Having protocols or guides available on how to use VR 2 [46, 60]
Technological capabilities The use of VR may increase technological capabilities and vice versa 1 [45]
Category 5: Organization ( n  = 18 facilitators)
Readiness to innovate Innovative culture Having an innovative culture within the organization 2 [34, 44]
Champions Strategic recruitment of champions to promote VR uptake and credibility 2 [34, 44]
Willingness to invest Organization is willing to invest time and money in VR 1 [58]
Introducing VR to healthcare providers Try out VR Giving the opportunity and time to healthcare providers to try out VR for themselves 8 [13, 34, 37, 38, 47, 48, 50, 54]
Educational materials Creating access for healthcare providers to educational materials on VR 5 [43, 46, 54, 58, 60]
E-mail updates Sending e-mail updates on VR use and added value of VR to keep healthcare providers informed on VR progress in the organization 2 [13, 60]
Staff meetings Introduce VR and opportunities of VR during staff meetings 1 [34]
Providing support for healthcare providers Time to learn VR Offering enough time for healthcare providers to learn how to use VR 13 [13, 34, 38, 4246, 50, 53, 58, 60]
Technical system support Offering technical system support to healthcare providers who work with VR 12 [13, 34, 38, 4246, 50, 53, 58, 60]
Rooms availability Having enough rooms available for VR use 8 [13, 35, 37, 38, 44, 48, 50, 58]
Support staff Having support staff available that helps set up the VR system 6 [3537, 43, 45, 58]
VR systems Sufficient VR systems to use in treatment 5 [13, 35, 38, 43, 56]
Staff who operate VR Having selected healthcare providers available who operate VR for multiple patients, instead of training all staff on VR 4 [3537, 58]
Staff who supervise VR Having technical support staff available who supervise VR sessions and help healthcare providers 4 [37, 38, 45, 53]
Training on patient suitability Organizing training in determining patient suitability for VR 4 [34, 35, 39, 59]
Train-the-trainer A learning model in which colleagues who have experience with VR train colleagues that are new to VR 1 [59]
Integrating VR in organizational structure and workflow Fit current protocols VR should fit with current treatment protocols 2 [42, 44]
Reinforcement from management Reinforcement from management to refer clients to VR treatment 2 [35, 37]
Category 6: Wider system ( n  = 2 facilitators)
Societal development Innovation minded Opinion leaders being innovation-minded and open towards VR 2 [44, 46]
Opinion of society General positive opinion of society on VR 1 [41, 46]
Category 7: Embedding and adoption over time ( n  = 1 facilitator)
Challenge to scale up Commonplace and affordable VR becomes more commonplace and affordable, making it easier to scale up VR use 1 [41]