VR: The New Standard for Training Healthcare Professionals?
We are often told that “practice makes perfect”. If this is the case, then our historical reliance on textbooks and manuals to properly educate and prepare people to do real jobs is ineffective and unfounded. Luckily, the rapid development of VR (virtual reality) technologies has created many opportunities for industries to ditch theory, discussion and textbooks while training professionals, and instead adopt VR video games as creative alternatives to traditional training methods. For example, Isobar’s Common Ground VR game simulates what it is like to live with visual disabilities such as glaucoma and macular degeneration. By allowing people without these disabilities to experience the effects that the disability has on them, Isobar expects healthcare professionals gain a better understanding of the conditions with VR assistance than without it. As a result of this newfound understanding, professionals will create better ways of accommodating and treating individuals with the condition.
VR can also help aspiring healthcare professionals practice interactions with patients, and increase the effectiveness of these interactions in the workplace. For example, Kognito’s simulation game allows users to discuss substance abuse with a virtual patient, help a student who suffers from psychological distress navigate their issues, and even allows users to practice responding to patients who doesn’t comply with medication instructions.
VR has many obstacles to overcome before it can achieve rapid mainstream adoption, but it is well on its way. Do you feel that it is only a matter of time before VR takes over as the standard for training all professionals?