# User evaluation of a virtual reality simulation for anaesthesiologists-intensivists for non-technical skills

**Authors:** Krista Hoek, Monique van Velzen, Elise Sarton, Christina Jaschinski

PMC · DOI: 10.1016/j.pecinn.2025.100441 · 2025-10-16

## TL;DR

This study evaluates a VR simulation for anaesthesiologists to train non-technical skills, finding it realistic but needing improvements in usability.

## Contribution

The study introduces a novel multiplayer VR simulation for anaesthesiology training focused on non-technical skills.

## Key findings

- Participants reported high physical presence and realism in the VR simulation.
- Challenges included unfamiliar VR controls and limited haptic feedback.
- VR shows potential for team-based non-technical skill training with proper onboarding.

## Abstract

Simulation training in medical settings is a cornerstone in medical education to practice technical and non-technical skills. The objective of this study was to evaluate user experiences and initial reactions to a multiplayer virtual reality (VR) simulation designed for anaesthesiologists.

A user-centred design approach guided the development of a VR-scenario training simulating a case of massive blood loss. Seven anaesthesiology residents and trainers from a Dutch academic hospital participated in qualitative and quantitative evaluations. Quantitative measures included questionnaires on presence, agency, physical dyscomfort, and perceived training value. Qualitative data were collected through structured observations and interviews.

Participants reported a high sense of physical presence and moderate agency, with lower levels of self-presence. The VR environment was perceived as realistic and engaging. Challenges included unfamiliarity with VR controls, abstract avatars, and limited haptic feedback. Despite these barriers, participants recognized the potential of VR for team-based learning of non-technical skills, especially with prior onboarding or practice sessions.

This study introduces a novel application of multiplayer VR simulation in anaesthesiology training, focusing on non-technical skills. The integration of user-centred design with qualitative and quantitative evaluation provides insights into the feasibility and acceptability of VR as an educational tool in this context.

VR simulation shows promise for training non-technical skills in anaesthesiology. While participants appreciated the realism and collaborative aspects, enhancements in usability and interaction design are necessary for broader implementation and impact.

Unlabelled Image

•VR simulation was developed to train non-technical skills in anaesthesiology.•Realistic OR design and multiplayer features enhanced immersion.•Users reported high presence but struggled with interaction controls.•Abstract avatars and limited feedback reduced social presence.

VR simulation was developed to train non-technical skills in anaesthesiology.

Realistic OR design and multiplayer features enhanced immersion.

Users reported high presence but struggled with interaction controls.

Abstract avatars and limited feedback reduced social presence.

## Full-text entities

- **Diseases:** blood loss (MESH:D016063)

## Figures

5 figures with captions in the complete paper: https://tomesphere.com/paper/PMC12617819/full.md

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Source: https://tomesphere.com/paper/PMC12617819