Virtual patient simulations were delivered via immersive systems (nine studies) or desktop-based platforms (ten studies), all as single-session interventions¶
Claim · All claims
Evidence · 1 study · reviewr3·q2
Currency · newest study 2025 · not yet checked against its sources · not reviewed by a person
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q2 i? Ten studies used desktop-based or non-immersive platforms and nine used immersive modalities such as head-mounted displays or room-scale VR. → Yamada Rie 2025
q2 i? All studies implemented the virtual patient simulation as a single-session intervention with no repeated exposure or longitudinal delivery. → Yamada Rie 2025
Evidence¶
Yamada Rie 2025¶
Yamada Rie, Futakawa Kaori, Kondo Satoshi, Xu Kuangzhe, Okazaki Satoshi. (2025). A scoping review on the use of virtual patients for enhancing empathy in medical students. Medical Education Online. https://doi.org/10.1080/10872981.2025.2607825
q2 · i? · review · r3
Review's mapping of technological formats (RQ4). The review reports that "virtual patient simulations were delivered using two primary technology modalities: immersive systems and desktop-based platforms", with ten desktop-based and nine immersive studies, all delivered as single-session interventions.
"Across the 19 included studies, virtual patient simulations were delivered using two primary technology modalities: immersive systems and desktop-based platforms. Ten studies used desktop-based or non-immersive platforms, including standard monitors or laptop computers [25,26,31,32,56,63,65,68,69,71]. The remaining nine studies employed immersive modalities, such as head-mounted displays or room-scale VR environments [47,62,64,66,67,70,72–74]."
Discussion¶
Related Claims¶
- Virtual patient interventions improved medical students' empathy in all 19 included studies, with effects reported immediately after intervention in 17 studies — related
- Virtual patient scenarios focused on psychiatric and chronic diseases, with major depressive disorder and cancer most common; acute, infectious, and rare conditions were absent — related
- Immersion principle: people do not necessarily learn better in 3D immersive virtual reality than with a corresponding 2D desktop presentation (d = -0.10 across 9 tests) — related
- In one meta-analysis, modality-effect studies using virtual reality head-mounted displays show larger effects than studies using computer screens or audio-tapes — related
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review |
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by process:wiki-ingest on 2026-10-31 |
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