VR MRI Training for Adolescents: A Comparative Study of Gamified VR, Passive VR, 360 Video, and Traditional Educational Video
Journal:
arXiv
Published Date:
Apr 14, 2025
Abstract
Magnetic Resonance Imaging (MRI) can be a stressful experience for pediatric
patients due to the loud acoustic environment, enclosed scanner bore, and a
prolonged requirement to remain still. While sedation is commonly used to
manage anxiety and motion, it carries clinical risks and logistical burdens.
Traditional preparatory approaches, such as instructional videos and mock
scans, often lack engagement for older children and adolescents. In this study,
we present a comparative evaluation of four MRI preparation modalities: (1) a
gamified virtual reality (VR) simulation that trains stillness through
real-time feedback; (2) a passive VR experience replicating the MRI environment
without interactivity; (3) a 360 degree first-person video of a real MRI
procedure; and (4) a standard 2D educational video. Using a within-subjects
design (N = 11, ages 10-16), we assess each method's impact on head motion
data, anxiety reduction, procedural preparedness, usability, cognitive
workload, and subjective preference. Results show that the gamified VR
condition has significantly lower head motion (p < 0.001) and yielded the
highest preparedness scores (p < 0.05). Head motion data were significantly
correlated with learning outcomes (p < 0.01), suggesting that behavioral
performance in VR strongly indicates procedural readiness. While all modalities
reduced anxiety and were rated usable, interactive VR was preferred by most
participants and demonstrated unique advantages in promoting engagement and
behavioral rehearsal. We conclude with design recommendations for designing
immersive simulations and integrating VR training into pediatric imaging
workflows.