Co-creating virtual reality for pain education: A qualitative study to explore factors influencing participation
Creators: name: Susilo, Astrid Pratidina
name: Aking Sandi Pribadi
name: Ardyan Prima Wardhana
name: Marcellinus Ferdinand  Suciadi
name: Mangowal, Remy Giovanny
name: De Jong, Nynke
Publisher: name: F1000 Research Limited
Year: 2023

description: <i>Background</i><br> Students have challenges in assessing pain. Virtual Reality applications (VR-app) can help<br> visualization, thus helping students better understand a patient's pain experiences. Inviting<br> teachers and students to co-creating a VR app will improve innovation. Nevertheless, previous studies reported that the power dynamic between teachers and students influenced co-creations. In developing VR, students have an additional advantage<br> over teachers, as they are digital natives. Yet, it is less explored if students’ technology<br> superiority influenced the co-creation dynamic. This study aimed to investigate the<br> influencing factors for participation experienced by the teachers and students in co-creating<br> a VR app for pain education.<br> <br> <i>Summary of Work</i><br> Ten medical students and twelve teachers participated in the co-creation to develop a VR<br> app for pain education. We provided an orientation session to introduce the co-creation<br> approach and VR technology. We conducted two parallel online co-creation sessions, where<br> students and teachers discussed together, and the research team served as facilitators.<br> Afterwards, we interviewed students and teachers in separate Focus Group Discussions<br> (FGDs) to explore influencing factors for participation. We recorded the co-creation sessions<br> and the FGDs and transcribed the recordings. We used a thematic analysis approach to<br> analyze the data.<br> <br> <br> <i>Summary of Results</i><br> Three factors influenced participation in co-creation: participants’ experience in using VR,<br> organization of co-creation, and participants’ attitudes toward co-creation. Experience in<br> using VR enabled participants to share more active contributions. The organization of the cocreation included time availability and the facilitators’ strategy to manage interaction.<br> Teachers with a positive attitude toward co-creation were more open to students’<br> participation and appreciation of students’ expertise in technology. Meanwhile, teachers<br> noticed students’ hesitance to discuss with teachers, which students confirmed.<br> <br> <br> <i>Discussion and Conclusion</i><br> In co-creating a new technology like VR, participants' prior experience is beneficial. For<br> students, this experience also enhances participation. Attitude toward co-creation and<br> adequate time for discussion also influenced participation, primarily to support student-teacher interaction.<br> <br> <br> <i>Take home messages</i><br> Preparation of co-creation in developing VR apps should focus on introducing the technology<br> and promoting a positive attitude toward co-creation. The facilitator's role is essential to<br> create a supportive environment, such as inviting participants to contribute ideas and<br> managing student-teacher interactions.