Virtual Reality MRI:
Playful Reduction of Children’s Anxiety in MRI Exams
Stefan Liszio
University of Duisburg-Essen
Entertainment Computing Group
Duisburg, Germany
stefan.liszio@uni-due.de
Maic Masuch
University of Duisburg-Essen
Entertainment Computing Group
Duisburg, Germany
maic.masuch@uni-due.de
ABSTRACT
Many people, especially children, perceive MRI exams as
threatening. They experience anxiety and stress during the
procedure. Often this results in premature termination of the
scan or low image quality. To avoid these adverse effects, it
is common to sedate anxious patients. We present a playful
virtual reality (VR) application for children (8 - 15 years) to
counter anxiety and avoid sedation. Our approach uses a real-
istic virtual MRI scanner for desensitization and habituation to
the MRI exam. To compensate the limited amount of profound
knowledge about the design of child-tailored VR applications,
we pursued a child-centered design process. Starting with
expert interviews, we iterated through several development
cycles and carried out focus group testings to evaluate proto-
types of the VR application. Then, we conducted a field study
with 13 patients under real life clinical conditions. Although
results were non-significant, tendencies indicate a drop in the
anxiety level after using the application. Furthermore, the ap-
plication received strong support of the participating children,
and medical professionals.
ACM Classification Keywords
H.5.1. Information Interfaces and Presentation (e.g. HCI):
Multimedia Information Systems: Artificial, augmented, and
virtual realities; K.8.0. Personal Computing: General: Games
Author Keywords
VR gaming; stress; magnetic resonance imaging;
child-centered design; sedation; patient preparation;
desensitization.
VIRTUAL REALITY IN HEALTHCARE
Today’s VR technology is capable of presenting highly realis-
tic simulated experiences while being relatively inexpensive.
By providing simulated stereoscopic images and synchroniza-
tion of head movements, it is possible to elicit high levels
of sensory immersion [32]. The higher the level of sensory
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DOI: http://dx.doi.org/10.1145/3078072.3079713
immersion, the more likely it is for a recipient to experience
presence, that is, the feeling of actual being in the virtual
world [14]. Thus, VR allows the recipient to experience virtual
worlds as if they were real. These worlds represent completely
controllable environments, which can be explored safely and
independently of time and place. Consequently, VR has been
applied in a multitude of domains related to healthcare, such as
for graded exposure therapy of anxiety disorders, but also for
education, and training of surgical skills [22, 1]. It has been
shown that confronting patients with specific feared stimuli in
immersive virtual environments is an effective way to reduce
anxiety [26]. Thus, virtual reality exposure therapy (VRET)
has proven to be suitable for a variety of affective (especially
anxiety) disorders like specific phobias (e.g. claustrophobia,
fear of heights, fear of flying, PTSD, social phobia) [43, 41].
VRET addresses some of the disadvantages of classical in vivo
and imaginal exposure therapy approaches: Unlike in vivo ex-
posure, VRET is independent from time and space, and can
be performed in a safe environment without the risk of public
embarrassment [43]. In contrast to imaginal exposure, VRET
does not require imaginative abilities of the patient to visual-
ize the anxiety-evoking scenario. Furthermore, a remarkable
amount of research has been done in applying VR-technology
to support distraction therapy in pain management [36]. Hoff-
man et al. [15], the pioneers of this approach, used a VR
game to distract patients from pain during woundcare. With
functional magnetic resonance imaging, the authors were able
to show that VR as a distraction technique is successful and ef-
fective in reducing pain perception. Several follow-up studies
have reinforced these findings also for chronic pain [42].
Although some authors have already anticipated the potential
of VR as a method for preparing individuals for stressful situ-
ations [43, 34], to our knowledge, this is the first attempt to
systematically design and use a playful VR application for the
reduction of children’s anxiety and stress related to magnetic
resonance imaging (MRI). We present an approach which com-
bines patient information, play-therapeutic elements, games,
and VR exposure in one VR application for desensitization
and habituation to both the MRI examination procedure and
the MRI scanner itself prior to the actual scan. To design
this application in accordance with the needs and preferences
of the target group, we followed an iterative child-centered
design process.