15 December 2019

VR May Help Flu Vaccination Rates

Using a virtual reality simulation to show how flu spreads and its impact on others could be a way to encourage more people to get a flu vaccination, according to a study by researchers at the University of Georgia and the Oak Ridge Associated Universities in Oak Ridge, Tennessee. This is the first published study to look at immersive virtual reality as a communication tool for improving flu vaccination rates among flu vaccine avoidant 18- to 49-year-old adults. The research was conducted by faculty at Grady College of Journalism and Mass Communication. The research was conducted with support from a grant and researchers from ORAU. According to the Centers for Disease Control and Prevention during the 2017-18 flu season, only 26.9% of 18- to 49-year-olds in the United States received a recommended annual influenza vaccination even though it is recommended for all 18- to 49-year-olds. The low current acceptance of flu vaccination makes it important to identify more persuasive ways to educate these adults about flu vaccination. The findings from this study suggest one-way virtual reality can be more effective as it can create a sense of presence or feeling like one is a part of what is happening. The 171 participants in this study self-identified as those who had not received a flu shot last year and did not plan to receive one during the 2017-18 influenza season. 


In the study, participants were randomly assigned to one of four groups: 1) a five-minute virtual reality experience; 2) a five-minute video that was identical to the VR experience but without the 3-dimensional and interactive elements; 3) an e-pamphlet that used text and pictures from the video presented on a tablet computer; and 4) a control condition that only viewed the U.S. Centers for Disease Control and Prevention’s influenza Vaccination Information Statement, which is often provided before a flu vaccine is given and describes benefits and risks. Participants in the VR, video and e-pamphlet conditions also viewed the CDC VIS before answering a series of questions regarding flu vaccination, including whether they would get a flu vaccine. In the VR condition, participants were provided headsets, which enabled them to vividly experience the information and events being shown as if they were in the story, and video game controllers, which enabled them to actively participate at points in the story.  Compared to video or the e-pamphlet, the VR condition created a stronger perception of presence which increased participants’ concern about transmitting flu to others. This increased concern was associated with greater confidence that one’s flu vaccination would protect others, more positive beliefs about flu vaccine and increased intention to get a flu vaccination.

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