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Friday, May 21 • 8:00am - 9:00am
Medical & Healthcare Education - Oral Presentations 4

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Family Approach VR: How To Get Consent For Organ Donation
Luis Villarejo
Immersium Studio, Spain

Family Approach VR is a training developed for the Donation and Transplant Institute as part of program offered to international healthcare professionals. Its main pedagogical objective is to teach healthcare professionals how to assertively communicate the death of a relative and how to successfully get their consent for organ donation.
A clinical case will be presented at the beginning of the experience: Alfred, a 42-year-old man, has suffered subarachnoid hemorrhage, and brain death has been declared. His relatives are at the waiting room. Each relative is thought to play a specific psychological role, thus enhancing the emotional range the user has to deal with.
The user must explain the “brain death” concept to the family (a difficult concept due to its medical complexity) and communicate Alfred’s death. He/she will learn how to adapt the tone and medical jargon, since this is one of the main communication problems that healthcare professionals face in real life.
The user must proceed requesting organ donation, developing a communication strategy and adapting his/her speech and decisions to each moment and family member.
If the user gets the consent, he/she must make a last effort by asking one of the family members to answer a mandatory by law survey that contains intimate questions about the deceased relative, so it requires high empathy in its formulation. Again, a challenge that puts emotional skills into practice in the most delicate moments.
The experience is enriched with multiple assessment methods and a huge variety of immersive interaction forms as voice, role-switching, or complex branching scenarios.
Each decision will affect the course of the experience. This decision-making generates monitorable information that is of great help to teachers and to students themselves for the identification and understanding of their learning process.

Gamification in Mixed-Reality Exergames for Older Adult Patients in a Mobile Immersive Diagnostic Center: A Pilot Study in the BewARe Project.
Ilona Buchem(1), Susan Vorwerg(2), Oskar Stamm(2), Kristian Hildebrand(1), Yvonne Bialek(3)
1: Beuth Hochschule für Technik Berlin, Germany; 2: Charité - Universitätsmedizin Berlin, Germany; 3: ART+COM, Germany
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This paper describes the gamification design of mixed-reality mini-exergames for older adult patients with hypertension and reports on results from a pilot study with 22 older adult users in the BewARe project dedicated to the development of an intelligent system for physical training enhanced by wearable sensors and immersive technologies. For the purpose of this paper, the gamification design was decomposed following the MDA framework. The objective of the research presented in this paper was to validate the gamification design of mini-exergames focused on endurance training and to explore the emotional responses of the older adult users to this type of immersive training. The pilot study applied a mixed methods approach and collected quantitative and qualitative data. The results show that gamified exergames are positively evaluated by older adult users, who enjoy and value the hedonic quality over the pragmatic quality. Research presented in this paper has revealed some interesting tendencies, such as gender-specific preferences, importance of interaction with the virtual trainer and the familiarity effect.


Luis Villarejo

CEO, Immersium Studio

Friday May 21, 2021 8:00am - 9:00am EDT
Circle of Scholars Assembly Hall iLRN Virtual Campus, powered by Virbela