VR MRI Training for Adolescents: A Comparative Study of Gamified VR, Passive VR, 360 Video, and Traditional Educational Video

📅 2025-04-14
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🤖 AI Summary
This study addresses anxiety and motion artifacts during MRI scans in children and adolescents aged 10–16. We comparatively evaluated four preparatory interventions: gamified VR, passive VR, 360° video, and conventional 2D video. For the first time in pediatric neuroimaging, we demonstrated that a Unity-based gamified VR system—integrated with real-time head-motion feedback and deployed on Oculus Quest—significantly reduced in-scanner head motion (p < 0.001), improved procedural readiness (p < 0.05), and enabled prediction of learning outcomes from motion metrics (p < 0.01). While anxiety reduction was comparable across groups, the gamified VR condition achieved superior subjective preference and usability ratings. A multimodal assessment—combining eye-tracking, motion sensing, NASA-TLX, and STAI—revealed strong associations between behavioral performance and clinical scan readiness. This work establishes an evidence-based, scalable, interactive paradigm for sedation-free MRI preparation in pediatric populations.

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📝 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.
Problem

Research questions and friction points this paper is trying to address.

Reducing pediatric MRI anxiety and motion with VR training
Comparing gamified VR, passive VR, 360 video, and traditional methods
Assessing engagement, preparedness, and behavioral outcomes in adolescents
Innovation

Methods, ideas, or system contributions that make the work stand out.

Gamified VR trains stillness via real-time feedback
Passive VR replicates MRI without interactivity
360-degree video shows real MRI procedure
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