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Impact of a Virtual Reality Video ("A Walk-Through Dementia") on YouTube Users: Topic Modeling Analysis

Impact of a Virtual Reality Video ("A Walk-Through Dementia") on YouTube Users: Topic Modeling Analysis

This research seeks to understand the general public’s experience with VR videos on ADRD. By analyzing You Tube comments, the study will explore whether these VR videos can enhance public awareness of ADRD and serve as an effective tool for addressing misunderstandings and stigma surrounding ADRD. We followed a 3-step exploratory research approach to conduct the study. First, we collected comprehensive data by gathering the most viewed VR video series on You Tube.

Xiaoli Li, Xiaoyu Liu, Cheng Yin, Sandra Collins, Eman Alanazi

JMIR Form Res 2025;9:e67755

Virtual Reality Respiratory Biofeedback in an Outpatient Pediatric Pain Rehabilitation Program: Mixed Methods Pilot Study

Virtual Reality Respiratory Biofeedback in an Outpatient Pediatric Pain Rehabilitation Program: Mixed Methods Pilot Study

VR has the potential to be even more engaging than a computer-delivered biofeedback program because VR limits outside distractions and can increase one’s ability to focus on what is being presented in the VR headset. The use of VR alone, using only relaxing scenes without a biofeedback component, has demonstrated decreases in patients’ perception of pain in both acute and chronic pain management [25,26].

Kristin Recker, Julia Silliman, Karolina Gifford, Parth Patel, Lisgelia Santana, Aimee K Hildenbrand, Shreela Palit, Rachel Wasserman

JMIR Rehabil Assist Technol 2025;12:e66352

Extended Reality (XR) in Pediatric Acute and Chronic Pain: Systematic Review and Evidence Gap Map

Extended Reality (XR) in Pediatric Acute and Chronic Pain: Systematic Review and Evidence Gap Map

Of the included articles, all 90 studies used VR technology, and no studies reported the use of AR technology. As such, when discussing XR for pediatric pain management, currently this is exclusively VR technology.

Courtney W Hess, Brittany N Rosenbloom, Giulia Mesaroli, Cristal Lopez, Nhat Ngo, Estreya Cohen, Carley Ouellette, Jeffrey I Gold, Deirdre Logan, Laura E Simons, Jennifer N Stinson

JMIR Pediatr Parent 2025;8:e63854

Medical Device Based on a Virtual Reality–Based Upper Limb Rehabilitation Software: Usability Evaluation Through Cognitive Walkthrough

Medical Device Based on a Virtual Reality–Based Upper Limb Rehabilitation Software: Usability Evaluation Through Cognitive Walkthrough

Virtual reality (VR) technology has emerged as a promising tool in rehabilitation therapy, offering immersive and interactive features that can improve patient engagement and therapeutic outcomes [3-5]. Through tailored feedback and adjustable difficulty levels, VR-based rehabilitation programs can address diverse patient needs and therapeutic goals [6].

Seojin Hong, Hyun Choi, Hyosun Kweon

JMIR Form Res 2025;9:e68149

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

Physical Activity and Enjoyment in Active Virtual Reality Games in Youth: Comparative Analysis of Gorilla Tag and Beat Saber

In the last 10 years, a new form of active video gaming has emerged involving the use of virtual reality (VR). This new form of gaming allows users to wear a head-mounted display and use handheld controllers to interact with a virtual environment using movement in all 3 planes of motion. VR is relatively new compared to other forms of active gaming, so little is known about the physical activity levels reached during gameplay of commercial VR games.

Brenden Boots, Daniel Berg, Easton Hewitt, Keith Naugle, Kelly Naugle

JMIR Serious Games 2025;13:e66593

Exploring the Role of Immersive Virtual Reality Simulation in Health Professions Education: Thematic Analysis

Exploring the Role of Immersive Virtual Reality Simulation in Health Professions Education: Thematic Analysis

While experts anticipate the potential for VR to transform medical education [1], without a better understanding of the role VR will play in our training programs, these statements may amount to nothing more than vague future promises. Therefore, characterization of the early use of VR is imperative to clarify its evolving role and gain insights that will allow us to implement this technology to its fullest potential.

Jordan Talan, Molly Forster, Leian Joseph, Deepak Pradhan

JMIR Med Educ 2025;11:e62803

At-Home Virtual Reality Intervention for Patients With Chronic Musculoskeletal Pain: Single-Case Experimental Design Study

At-Home Virtual Reality Intervention for Patients With Chronic Musculoskeletal Pain: Single-Case Experimental Design Study

Even though VR for CMP seems promising, much is still unknown about its underlying mechanisms (eg, distraction or skills-building) [11] and influences on an individual level, as previous studies applied a nomothetic approach [9]. Since the principles underlying VR for CMP remain a black box [12], an idiographic approach is warranted for a complex condition like CMP to gain insight into the influence of VR on individual outcomes [13].

Syl Slatman, Lieke Heesink, Reinoud Achterkamp, José Broeks, Nelson Monteiro de Oliveira, Remko ter Riet, Marjolein Stegeman, Monique Tabak

JMIR XR Spatial Comput 2025;2:e58784

Speech and Language Therapists’ Perspectives of Virtual Reality as a Clinical Tool for Autism: Cross-Sectional Survey

Speech and Language Therapists’ Perspectives of Virtual Reality as a Clinical Tool for Autism: Cross-Sectional Survey

Questions included 6 questions on eligibility and basic demographics, 4 on knowledge about VR, 3 regarding previous use of VR, 6 on attitudes toward VR, and 4 on future support needs. Knowledge about VR involved a self-rating scale about knowledge of VR, multiple-choice questions about different VR technologies, which VR “brands” speech and language therapists had heard of and integration of VR into practice, This question was adapted from Khukalenko et al [23].

Jodie Mills, Orla Duffy

JMIR Rehabil Assist Technol 2025;12:e63235

A Local Training Program to Increase Awareness of Emerging Extended Reality Technologies Among Health Care Professionals: Development Study

A Local Training Program to Increase Awareness of Emerging Extended Reality Technologies Among Health Care Professionals: Development Study

Extended reality (XR)—an umbrella term encapsulating the spectrum of immersive technologies from simple augmented reality (AR) through to complete virtual reality (VR)—has become a key focus of cutting-edge health care research [4], with its benefits becoming clearer through use in as many as 97 UK health organizations and 119 distinct health care research projects in 2021 [5].

Charlotte Galvin, Jonathan Watt, Payal Ghatnekar, Nicholas Peres, Jacqueline Rees-Lee

JMIR XR Spatial Comput 2025;2:e57361

Understanding the Views of Health Care Professionals on the Usability and Utility of Virtual Reality Multidisciplinary Team Meetings: Usability and Utility Study

Understanding the Views of Health Care Professionals on the Usability and Utility of Virtual Reality Multidisciplinary Team Meetings: Usability and Utility Study

The sense of presence is one of the key characteristics of VR that makes it different from other communication mediums [14]. The use of VR applications in the health care market has grown massively in recent years. In 2022, the VR health care market reached over US $2.3 billion worldwide, with 171 million VR users [20]. VR in health care has several benefits, such as facilitating training, education, and the development of technical skills.

Maryam Almashmoum, Antony Payton, Emily Johnstone, James Cunningham, John Ainsworth

JMIR XR Spatial Comput 2025;2:e60651