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Virtual Reality in Pediatric Psychology Thomas D. Parsons, PhD,a Giuseppe Riva, PhD,b,c Sarah Parsons, PhD,d Fabrizia Mantovani, PhD,e Nigel Newbutt, PhD,f Lin Lin, EdD,g Eva Venturini, PhD,e Trevor Hall, PsyDh abstract Virtual reality (VR) technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context, VR can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disabilities. Research has also pointed to VR’s capacity to reduce children’s experience of aversive stimuli and reduce anxiety levels. Although there are a number of purported advantages of VR technologies, challenges have emerged. One challenge for this field of study is the lack of consensus on how to do trials. A related issue is the need for establishing the psychometric properties of VR assessments and interventions. This review investigates the advantages and challenges inherent in the application of VR technologies to pediatric assessments and interventions. Departments of aPsychology and gLearning Technologies, University of North Texas, Denton, Texas; bDepartment of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy; cApplied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano, Milan, Italy; dSouthampton Education School, University of Southampton, Southampton, United Kingdom; eDepartment of Human Sciences for Education, University of Milan, Milan, Italy; fDepartment of Arts and Cultural Industries, University of the West of England, Bristol, United Kingdom; and hDepartment of Pediatrics, Oregon Health & Science University, Portland, Oregon Dr T. Parsons conceived and developed the initial draft, contributed to the enhancement of the original draft, and participated in developing the final draft; Dr Riva, Prof S. Parsons, and Drs Mantovani, Newbutt, Lin, Venturini, and Hall worked with Dr T. Parsons to enhance the original draft and develop it into the final draft; and all authors have reviewed and approved the final manuscript as submitted. The analysis, conclusions, and recommendations contained in each paper are solely a product of the individual workgroup and are not the policy or opinions of, nor do they represent an endorsement by Children and Screens: Institute of Digital Media and Child Development or the American Academy of Pediatrics. DOI: https://doi.org/10.1542/peds.2016-1758I Accepted for publication Apr 19, 2017 Address correspondence to Thomas D. Parsons, PhD, Computational Neuropsychology and Simulation Laboratory, Department of Psychology, University of North Texas, 1155 Union Circle #311280, Denton, TX 76203. E-mail: thomas.parsons@unt.edu PEDIATRICS (ISSN Numbers: Print, 0031-4005; Online, 1098-4275). Copyright © 2017 by the American Academy of Pediatrics FINANCIAL DISCLOSURE: The authors have indicated they have no financial relationships relevant to this article to disclose. Downloaded from www.aappublications.org/news by guest on February 21, 2021 Supplement Article PEDIATRICS Volume 140, number s2, November 2017:e20161758
TABLE 1 Comparison of VR Systems PC-Based VR Mobile-Based VR Console-Based Stand-alone VR System Oculus Rift HTC VIVE Samsung Google Google PlayStation VR Allwinner VR Snapdragon Gear VR Cardboard Daydream 820 VR Cost, US$ 599 799 99 10–50 69–149 399 99–249 399–450 Hardware High-end PC High-end PC High-end Middle or high- High-end PS4 (299) or None None requirements (>1000) (>1000) Samsung end Android Android PS4 Pro (US$) phone phone or phone (399) (>600) iPhone (>499) (>299) Resolution 2160 × 1200 2160 × 1200 2560 × 1440 Depends on Depends on 1920 × 1080 1920 × 1080 2560 × 1440 the phone the phone (minimum (minimum 1024 × 768) 1920 × 1080) Refresh rate 90 Hz 90 Hz 60 Hz 60 Hz 90 Hz minimum 120 Hz 60 Hz 70 Hz Field of view 110° 110° 101° from 70° 96° 100° 90° 92° Body tracking Medium or High: head Medium: Medium: head Medium: head Medium or Medium: head Medium or high: head tracking head tracking tracking high: head tracking high: head tracking (rotation) tracking (rotation) (rotation) tracking (rotation) tracking (rotation) and (rotation) (rotation) (rotation) and volumetric and and positional tracking positional positional tracking (full room tracking tracking (forward size is 15 (forward (forward and × 15 ft for and and backward) movement) backward) backward) User interaction High (by using High (by using Medium (by Low (by using Medium (by High (by using Medium (by Medium (by with VR a joystick or controllers) using gaze or a using a joystick or using gaze, using gaze, controllers) gaze, a button) gaze or a controllers) a built-in a built-in built-in joystick) pad, or a pad, or a pad, or a joystick) joystick) joystick) Software Oculus store Steam store Oculus store Google Play or Google Play PlayStation Google Play Google Play availability iOS store store PC, personal computer. Background computer-generated environments could be applicable across many that reflect real-world activities.3–5 current technologies.6 Although the Virtual Reality for Assessment and Within this context, and within the quality, graphic fidelity, and refresh Training field of VR more widely, there are rates might vary across platforms (as Virtual reality (VR) is an emerging many technologies that have been highlighted in Table 1), the nature of technology that can be considered developed and used in educational the VR immersive environments and the result of the evolution of existing and clinical settings. As such, there is presentation of visual (and audio) communication interfaces toward a wide range of hardware available stimuli help to ensure similar user various levels of immersion.1 An to researchers and practitioners. experiences across all platforms. important difference between VR Table 1 provides a synthesis of and other media or communication currently available technology and The availability of much more systems is the sense of presence, highlights the various specifications, affordable devices (as shown in the “feeling of being there.”2 costs, and user interactions across Table 1) illustrates that VR hardware Through merging of educational and a spectrum of devices. Although has the potential to become entertainment environments (eg, these VR technologies differ in their more accessible to a much wider gamification, VR, and edutainment), specification, size, and portability, demographic than before. Therefore, coupling of immersive technologies the key affordances of VR (ie, the extent to which the key (eg, head-mounted displays [HMDs]) immersion, presence, and ecological affordance of presence is supported with advanced input devices (eg, validity) remain. Therefore, it is likely by the different VR technologies is gloves, trackers, and brain-computer some key findings (eg, acceptance, a central research question for the interfaces), and computer graphics, presence, immersion, limited field if we are to really understand VR is able to immerse users in negative effects) from previous work what features supported by the Downloaded from www.aappublications.org/news by guest on February 21, 2021 PEDIATRICS Volume 140, number s2, November 2017 S87
different hardware are necessary and of educational and entertainment public health by promoting physical sufficient for supporting effective and environments, virtual environments activity.23 authentic assessment and learning (VEs) and augmented environments A focus on positive technology also with VR for a much wider group of have the potential to be a “positive provides new ways of thinking children. In other words, VR offers technology” that can improve the about the locus and, therefore, an important pathway for narrowing quality of children’s experiences.17,18 solutions of the different challenges the digital gap nationally and For example, Active Worlds, Second or problems faced by children with internationally if we can establish Life, and ecoMobile are platforms neurocognitive difficulties.24 For how a sense of presence can be that have been advocated as example, rather than developing VR achieved in the most accessible and promoting more active exploration, to fix the impairments of the child, available technologies. engagement, student-centered, VR could be developed to provide hands-on learning; better Current State of the Science better insights and awareness into understanding of complex subjects; the difficulties experienced by Recent advances in VR technology and more authentic, collaborative, individuals so as to promote better allow for improved efficiency in and experiential opportunities for understanding from the wider administration, presentation of solving real-life problems.19 public. The “Too Much Information” stimuli, logging of responses, and project of the National Autistic data analyses.7 These features have The Google Expeditions Pioneer Society in the United Kingdom allowed VR platforms to emerge as Program20 is a good example of is a good example of this kind of promising tools for pediatric cohorts this emerging trend, which allows approach (http://www.autism.org. in a number of domains. Examples teachers to take their students uk/VR). from recent research and reviews on virtual journeys using an (within the past 10 years) include the application installed on the students’ following: smartphones. In addition to being Future Research •• Neurocognitive assessment8 teaching and learning tools, VR allows for data capturing of learners’ One area of future research that •• Psychotherapy9 attitudes, behavior changes, and will be of interest to clinical scientists is the performance of •• Rehabilitation10 “aha” moments. Such a portfolio of assessments helps serve as a large-scale randomized controlled •• Pain management11 trial (RCTs). Although quantitative foundation for educators to develop •• Prevention and treatment of eating formative assessment loops, address reviews of VR interventions have disorders12 individual needs, and design better revealed statistically large effects on a number of affective domains,25 •• Communication training13 learning opportunities.21 In higher education, VR technologies may future studies can increase the •• Vocational readiness training14 confidence in these findings through help prepare students for future •• Social skills training15 work places in science, technology, the inclusion of control groups and engineering, mathematics, business, performing RCTs. Furthermore, Within this context, VR technology and medicine. This is especially there is need for future studies can allow instructors, therapists, the case in training skills and aimed specifically at establishing neuropsychologists, and service performance that carry high risks (eg, the ecological validity and other providers to offer safe, repeatable, driving, flying, conducting a surgery, psychometric properties of VR and diversifiable interventions that managing investments). assessments and interventions can benefit assessments and learning for clinical, social, and affective in both typically developing children neuroscience research.26 and children with disabilities.16 Augmented reality, too, is an effective experiential learning tool.22 On After the establishment of Entertainment and Educational 1 side, it uses virtual objects to psychometric properties of VR Environments provide nondirective but targeted protocols, future work will be VR and augmented reality platforms suggestions that help learners assisted by adopting procedures are rooted in gaming, simulation, to develop knowledge and skills for standardized reporting of and entertainment experiences. effectively. On the other side, it RCT outcomes. This is especially Augmented reality overlays virtual allows real-time interactivity in important in the context of new objects over a real environment, an ecological setting. In particular, designs and relatively untested resulting in a mixed reality that as demonstrated recently by the features of technology. A potential can be used for student-centered worldwide success of Pokémon Go, aid for future research can be found learning scenarios. Given the merging it also has the potential of improving in the Consolidated Standards of Downloaded from www.aappublications.org/news by guest on February 21, 2021 S88 Parsons et al
Reporting Trials guideline that can provide an acceptable space safety. Additional research is ensures readers have the basic for children to use them, especially needed in these areas. information necessary to evaluate the children with disabilities. With this quality of a clinical trial.27 said, there is some evidence that Policy Makers suggests children do not experience An important challenge in the HMDs any more negatively than Recommendations design and development of VR screen-based media.5,8, 28, 29 Taken technologies is the difficulty Clinicians and Providers as a whole, the need to validate and involved in putting together confirm the acceptance of evolving Although VR-based interdisciplinary research teams and new technologies is evident, and neuropsychological assessments are for developing appropriate there is need for more research in often referenced for their promise of interventions. Furthermore, there this domain. enhanced ecological validity,3,26 is increasing recognition that there are potential practical With this in mind, there is a need, representatives of intended user limitations that should be before we enter into VR RCTs, groups should also be included considered. Some VR-based design, and intervention programs, to achieve a better fit between assessments offer automated to fully validate and understand identified needs and proposed presentations that do not allow users’ perspectives and ensure that solutions. Although not without flexibility for clinical examiners to ethical guidelines are established. difficulties, such approaches also interrupt or test the limits during This could be done in either align with increasing awareness of assessment. Future development laboratory-based or in situ settings; the need to involve, for example, of VEs should allow for flexible however, careful attention will members from the clinical and presentations, wherein clinicians need to be placed on developing educational communities in these may adjust graphics, stimuli, and protocols to ensure the voices of research agendas more widely. Our task parameters via an interactive participants are always heard in main recommendation here is that user interface. Moreover, the any research endeavor involving VR policy makers, including funders, dearth of established guidelines for technologies. need to support and encourage the development, administration, more user-centered design The introduction of affordable approaches to VR development and interpretation of these HMDs (eg, Oculus Rift, Samsung assessments could lead to important and evaluation to ensure that end Gear VR, Google Cardboard) users’ needs and priorities are psychometric pitfalls. Although makes VR an increasingly popular these limitations are important more effectively met in research entertainment and learning venue. programs and projects. to consider, advances in VR However, the unmonitored use of technology will allow for continued VR for entertainment has raised enhancements in approximations of Educators concerns over the years. For real-world cognitive and affective example, Segovia and Bailenson30 As mentioned earlier, VR offers great processes. conducted a study examining potentials for teaching, learning, There is also the potential for the use of VR in children. They assessment, and interventions. unintended negative effects found that children exposed to Although VR can provide a safe of exposure to VEs; stimulus VEs do not always differentiate environment for students to gain intensity, if taken too far, may between VR-based memories and skills, it usually requires actual exacerbate rather than ameliorate memories formed in the real world. experiences to fully master a skill. a deficit. Although this is an Although these findings need to Poorly designed VR environments important concern, studies using be replicated in additional studies, may lead to misunderstanding or VR with students diagnosed with the implications demonstrate that faulty training results. In addition, VR neurodevelopmental disorders have unmonitored and entertainment- can provide authentic assessments been performed with no reported based VR platforms may not and interventions in schools, where negative effects.5,8, 28, 29 be appropriate for all children. children and adolescents spend As we adopt newer and more Moreover, the merging of VR with most of their time. The potential immersive technologies it is gaming technologies will open VR for VR technologies to be deployed important that researchers continue to concerns that have been raised in schools and used for distance to consider the potential negative for gaming and entertainment learning is encouraging even if it effects (eg, dizziness, sickness, technologies: sedentary lifestyle, is challenging. Its potential will be displacement) to ensure that cyber addiction, violence, social deepened by the diffusion of VR on wearable technologies (eg, HMDs) isolation, desensitization, and smartphones. 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It is the working group’s consensus assessments and interventions Abbreviations that investigations into these offers an opportunity for advancing future research endeavors have our understanding of the cognitive, HMD: h ead-mounted display the potential to inform policy, affective, psychosocial, and neural RCT: r andomized controlled trial VE: v irtual environment theory, and praxes. Specifically, the aspects of children as they take part VR: v irtual reality addition of VR platforms to pediatric in real-world activities. FUNDING: This special supplement, “Children, Adolescents, and Screens: What We Know and What We Need to Learn,” was made possible through the financial support of Children and Screens: Institute of Digital Media and Child Development. POTENTIAL CONFLICT OF INTEREST: The authors have indicated they have no potential conflicts of interest to disclose. References 1. Riva G, Botella C, Baños R, et al. 8. Parsons TD, Bowerly T, Buckwalter 16. 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intervention in Autism: a conceptual 27. Moher D, Schulz KF, Altman D; CONSORT adolescents with autism spectrum review. Educ Res Rev. 2016;19:138–157 Group (Consolidated Standards disorders. Autism. 2010;14(3): 25. Parsons TD, Rizzo AA. Affective of Reporting Trials). The CONSORT 199–213 outcomes of virtual reality exposure statement: revised recommendations 29. Peli E. The visual effects of head- therapy for anxiety and specific for improving the quality of reports mounted display (HMD) are not phobias: a meta-analysis. J Behav Ther of parallel-group randomized trials. distinguishable from those of desk- Exp Psychiatry. 2008;39(3):250–261 JAMA. 2001;285(15):1987–1991 top computer display. Vision Res. 26. Parsons TD. Virtual reality for 28. Wallace S, Parsons S, Westbury A, 1998;38(13):2053–2066 enhanced ecological validity and White K, White K, Bailey A. Sense 30. Segovia K, Bailenson J. Virtually experimental control in the clinical, of presence and atypical social true: children’s acquisition of false affective and social neurosciences. judgments in immersive virtual memories in virtual reality. Media Front Hum Neurosci. 2015;9:660 environments. Responses of Psychol. 2009;12(4):371–393 Downloaded from www.aappublications.org/news by guest on February 21, 2021 PEDIATRICS Volume 140, number s2, November 2017 S91
Virtual Reality in Pediatric Psychology Thomas D. Parsons, Giuseppe Riva, Sarah Parsons, Fabrizia Mantovani, Nigel Newbutt, Lin Lin, Eva Venturini and Trevor Hall Pediatrics 2017;140;S86 DOI: 10.1542/peds.2016-1758I Updated Information & including high resolution figures, can be found at: Services http://pediatrics.aappublications.org/content/140/Supplement_2/S86 References This article cites 26 articles, 1 of which you can access for free at: http://pediatrics.aappublications.org/content/140/Supplement_2/S86# BIBL Permissions & Licensing Information about reproducing this article in parts (figures, tables) or in its entirety can be found online at: http://www.aappublications.org/site/misc/Permissions.xhtml Reprints Information about ordering reprints can be found online: http://www.aappublications.org/site/misc/reprints.xhtml Downloaded from www.aappublications.org/news by guest on February 21, 2021
Virtual Reality in Pediatric Psychology Thomas D. Parsons, Giuseppe Riva, Sarah Parsons, Fabrizia Mantovani, Nigel Newbutt, Lin Lin, Eva Venturini and Trevor Hall Pediatrics 2017;140;S86 DOI: 10.1542/peds.2016-1758I The online version of this article, along with updated information and services, is located on the World Wide Web at: http://pediatrics.aappublications.org/content/140/Supplement_2/S86 Pediatrics is the official journal of the American Academy of Pediatrics. A monthly publication, it has been published continuously since 1948. Pediatrics is owned, published, and trademarked by the American Academy of Pediatrics, 345 Park Avenue, Itasca, Illinois, 60143. Copyright © 2017 by the American Academy of Pediatrics. All rights reserved. Print ISSN: 1073-0397. Downloaded from www.aappublications.org/news by guest on February 21, 2021
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