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. 2023 Jan 4;13(1):112. doi: 10.3390/jpm13010112

Table 1.

Details of included studies.

Author
Country/Setting
Design/
Participant
Intervention Control Outcome Measures Knowledge Attitudes Empathy Stigma
[51]
United States
2 arm quasi-experimental
Patients with schizophrenia and healthy control
G1: Patients with schizophrenia, n = 25
- Participants interact with surroundings, objects in a virtual environment using mouse. They were asked to take pills with virtual distractions (siren, ringing doorbells).
G2: Healthy control, n = 16
- same intervention
Pre
- The Medication Management Ability Assessment (MMAA)
- Continuous Performance Test

Better pill selection, less time discrepancy when taking medications and greater MMAA score with reminder notes, clock
Nil Nil Nil
[47]
United States
Pre, post single group quasi-experimental
Nursing under-graduates from 3 classes
G1: Virtual Dementia Tour, n = 163
- equipment that altered participants’ vision, hearing and touch
- complete 5 tasks
- 10 min
Pre group Pre, post
- Dementia Attitudes Scale
- Knowledge about Memory Loss and Care
- Healthcare tour survey
Post only
- Students’ reflection

Improvement noted post-test although it did not reach significant levels

Significant improvement at post-intervention

Students’ reflection highlighted that patients with dementia required empathy and sensitivity.
Students affirmed the need to support caregivers and families.
Nil
[49]
Spain
Post only single group quasi- experimental
Psychology under-graduates aged 18 to 28
G1: Stigma-Stop, n = 26 Nil Post only
- Open ended questions and the following questions rated ‘yes’ and ‘no’:
(1) Whether character is emotionally well?
(2) Whether participant can help the character?
(3) Whether participant had similar experience?
--
Most participants rated characters as emotionally unwell:
a. 96%- panic disorder with agoraphobia
b. 96% for schizophrenia
c. 73% for bipolar disorder
d. 100% for depression
--
Most participants felt they could help the character:
a. 100%- panic disorder with agoraphobia
b. 88% for schizophrenia
c. 79% for bipolar disorder
d. 92% for depression
Nil
Participants’ open-ended answers showed reduction of stigma.
[36]
Spain
2 arm pre post RCT
High school students aged 14–18, from 24 classes
G1: Stigma-Stop, n = 484 from 21 classes
- Non immersive virtual reality game presenting four characters experiencing depression, bipolar disorder, schizophrenia, panic disorder with agoraphobia.
G2: n = 68 from 3 classes Pre, post
- Student Attitudes toward Schizophrenia measures stereotypes and other aggressiveness
--
Most participants rated characters as emotionally unwell:
a. 96.8%- panic disorder with agoraphobia
b. 86.8% for schizophrenia
c. 61.8% for bipolar disorder
d. 96.1% for depression
--
About half to most of the participants felt they could help the character:
a. 82.4%- panic disorder with agoraphobia
b. 62.5% for schizophrenia
c. 53% for bipolar disorder
d. 90% for depression
Nil
Stigma-Stop group had significantly lower stigma
[34]
Australia
Pre-post single group
quasi- experimental
Public and psychology under-graduates
G1: VR, n = 50
- with head mounted display, headphones and Xbox controller,
- virtual environment with VH environmental sounds and voices suggestive of danger
- 10–15 min
Pre group Pre, post
- Knowledge * about psychosis
- Attitude ^ by Reavley and Jorm (2011)
- Empathy by clinical empathy scale

Significant improvement at post-test

Significant improvement in attitude scores at post-test

Significant improvement in empathy scores at post-test
Nil
[35]
Australia
Pre-post 2 arm quasi-experimental
Medicine and pharmacy under-graduates
G1: Australia Vic Virtual Dementia Experience, n= 80
- multisensory, virtual simulation to allow participants to experience perceptual and cognitive difficulties by patients
- 1.5 h
G2: Waitlist control group, n = 198
- curriculum as usual
Pre post
- Dementia Attitudes Scale
Nil
Intervention group had significantly better attitude scores at post-test
Nil Nil
[44]
United States
Descriptive study
Nursing students, n = 126
G1: VR condition, n = 126
- Students viewed virtual neighbourhood with two houses: one belonged to someone with schizophrenia, another with depression. Students enter house and interact with patient.
- Students were given case studies on the patients.
- 45–60 min
Nil Post only
- * 35-item Second Life (SL) Simulation Evaluation Survey
- Two open-ended questions regarding feedback about stimulation

Second Life Simulation, as a teaching modality, was moderately effective.
Nil Nil Nil
[45]
United States
Pre- and post-intervention study
4th year nursing undergraduates
G1: VR, n = 149
- one virtual simulation case study weekly on depression, bipolar disorder, anxiety, alcohol withdrawal and schizophrenia
- 30 min, student can repeat simulation
G2: Non-simulation group, n = 150 Post only
- Two vignettes, schizophrenia and depression. Participants answer about their perception of helpfulness of certain people (including healthcare workers, traditional healers, family and friends), specific medications and interventions (e.g., physical activity, massage, relaxation, specific therapies).

For perceived helpfulness of pharmacological interventions, intervention group was less likely to rate antipsychotics and sleeping pills as ‘do not know’ for the depression vignette.
Control group was more likely than G1 to rate psychiatric hospital admission and electroconvulsive therapy as ‘do not know’.
--
Both groups agreed solving the problem by self as unhelpful.
Nil Nil
[50]
Australia
Pre post single group quasi-experimental
Students and public
G1: Visit with Viv, n = 35:
- VR about Viv, who recounts her experiences of dementia
> life-size in art gallery,
> Occulus Quest VR headset in university, n = 36
- 15–20 min
Pre group Pre post
- comprehensive state empathy scale
- Change in emotional distance scale
Nil Nil
Significant improvement in empathy scores from pre-test

Significant reduction in stigma levels at post-test
[46]
Brazil
Pre post single group quasi-experimental
Medical students from 3 universities
G1: AR, n = 21
- figures and voices from narratives of three patients with schizophrenia
- voices included whispers, commanding and threatening speech
- 3 min
Pre group Pre post
- Schizophrenia stigma *
Post only
- Evaluate environment simulation
Nil
Significant increase in the average score of help-giving at post-test

Increase in empathy

Increase in stigma
especially in fear, pity and segregation.
[48]
Ireland
Pre post repeated single group quasi-experimental
Health professionals, voluntary groups and public
G1: Virtual Dementia Tour + watching another group doing distortion session, n = 240
- 2 h
- 10 min of sensory distortion
- 30 min debriefing
Pre group Pre post, follow up at 3 months
* Tool that measures empathy,
understanding of behaviours and role of the person in care decisions.

Significant improvement in understanding of behavioural impact of dementia across time points
Nil
Significant improvement in empathy across time
Nil
[41]
United States
4 arm post only RCT
Psychology research participant pool and university community
G1: VR condition, n = 26
- Participant plays the character of someone experiencing schizophrenia, visiting a pharmacist asking for prescription refill.
- 4.5 min
G2: Empathy condition, n = 26
- Participants were asked to pen their thoughts about experiencing VH and AH while getting prescription
- 1 min
G3: VR+ empathy condition, n = 26
- Empathy before VR condition
G4: control, n = 26
No intervention control group
Post only
- Empathy 12-items
- Social Distance Scale
- Attitudes Toward People with Schizophrenia, 7 items
- Evaluation of simulation
- Pre-existing attitudes towards people with schizophrenia, 8 items
Nil
Intervention group had better attitudes but this did not reach significant levels

Significant improvement in empathy in intervention groups using VR

VR group had significantly lower stigma
[42]
Germany
3 arm post only RCT
Majority are students from university, n = 114
G1: VR, n = 31
- Young male actor speaking about his experiences with schizophrenia, including how his loved ones cope with it.
G2: regular video, n = 45
- Similar as the VR but fixed perspective
G3: No intervention control group, n = 38 Post only
- Stigma with four related constructs: anxiety *, social proximity ^, empathy (by Kinnebrock et al., 2010,
- Benevolence (using Community-Attitudes-Toward-the-Mentally Ill Inventory)
Nil Nil Nil
VR contact
did not decrease stigmatization compared with control but had increased stigmatization compared with video.
[53]
The Netherlands
Alzheimer’s Society
Pre post single group quasi-experimental
Informal caregivers caring for those with dementia
G1: VR, n = 35
360-degree simulation movie on virtual reality (first person view) and e-course, n = 42- different scenes of interactions e.g., confronted by daughter about remote control in cupboard and she talks to people on the phone about you
- 13 min
Pre group Pre, post
- Empathy measured by Person-centeredness subscale of Approach to Dementia questionnaire and ‘perspective-taking’ subscale of Interpersonal Reactivity Index
Nil Nil
Significant improvement using the perspective-taking subscale
Nil
[52]
United States
Post only single group quasi- experimental
Second Life Users
G1: Second Life VR, n = 579
- Character toured environment, experiencing hallucinations including voices, posters changing text to profanities, floor that fall away, TV that encourage suicide and gun with voices telling character to commit suicide, and own reflection with bleeding eyes.
Nil Post only
- Questions about understanding of hallucinations
--
Intervention group had improvements of understanding of
(1) AH- 76.86%
(2) VH- 69.91%
(3) Schizophrenia- 73.9%
Nil Nil Nil
[43]
Hong Kong
3 arm pre post RCT
University students 18 years old and above
G1: Immersive animation, n = 82
Participants played a character, Yan, who had mixed anxiety and depression, and who was speaking with an uncle. Pop up messages illustrated problems in Uncle’s communication.
G2: Text condition, n = 80
Participants read same story in 2D effect, without immersive experience.
All 3 groups: 10 min, had VR headset, Oculus Go.
G3: Control, n = 82
Exoplanet VR video, 360°
Pre, post, 1 week follow up:
- Stigma by 21-item Public Stigma and Acceptance Scale
- 7-item Sense of Embodiment
Scale *
- Story Transportation
Nil Nil Nil
Immersive animation and text condition had significantly lower public stigma at post-test and follow up compared with the control group.
Immersive animation vs. text condition did not have significantly different stigma levels between them.

AH = auditory hallucinations; AR = augmented reality; diff = difference; G = group; M = Mean; MMAA = Medication Management Ability Assessment’ min = minutes; sig = significantly; VH = visual hallucinations; * constructed by authors; ^ modified by authors, ↑ = increased, ↓ = decreased, -- = non-quantitative measurement.