Ferguson 2015
Ferguson 2015
Dr Caleb Ferguson RN, BScN, MHlth, PhD, Prof Patricia M. Davidson RN, PhD,
FAHA, Prof Peter J. Scott, Prof Debra Jackson RN, PhD & A/Prof Louise D.
Hickman RN, MPH, PhD
To cite this article: Dr Caleb Ferguson RN, BScN, MHlth, PhD, Prof Patricia M. Davidson RN,
PhD, FAHA, Prof Peter J. Scott, Prof Debra Jackson RN, PhD & A/Prof Louise D. Hickman RN,
MPH, PhD (2015): Augmented reality, virtual reality and gaming: An integral part of nursing,
Contemporary Nurse, DOI: 10.1080/10376178.2015.1130360
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2) Prof Patricia M. Davidson RN, PhD, FAHA School of Nursing, Johns
Hopkins University, Baltimore, USA
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3) Prof Peter J. Scott Assistant Deputy Vice Chancellor (Education),
University of Technology Sydney, Australia.
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4) Prof Debra Jackson RN, PhD, School of Nursing, Oxford Brookes
University, & School of Health, University of New England, Australia.
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5) A/Prof Louise D. Hickman RN, MPH, PhD Faculty of Health, University
of Technology Sydney, Australia.
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Corresponding Author:
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E: Caleb.ferguson@uts.edu.au
Twitter: @calebferg
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Introduction
A powerful quote by Michael J. Fox beautifully illustrates that ‘we should teach
the way people learn’. Academics and nurses have to adapt their teaching
approaches to accommodate the learner, as people learn in many different
ways. Augmented reality (AR), virtual reality (VR) and gaming provide an
immersive learner experience, more than ever before new ways of learning
are needed and this applies to academics, students, nurses and patients.
These technologies can be utilized in many settings to assist in health
behavior change interventions, optimize care, and improve health outcomes
of individuals across all care settings.
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technologies literally transform any context or situation into a learning
opportunity. These technologies can mean that expert help is at hand for
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nurses in the clinical environment, and that information and learning support
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can be accessed as needed. Academics with responsibility for curriculum
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renewal should integrate AR and VR as contemporary teaching and learning
strategies for students. Further, health facilities should ensure the upskilling of
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their existing nursing workforce to best apply AR and VR technologies across
all types of care settings.
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Technological innovation and the World Wide Web have heralded a new era
in healthcare. AR, VR and gaming applications are set to be the next big wave
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in the technological revolution in practice and education for both patients and
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Gaming is the act of playing games. Games range from table top, puzzle, to
video games, and role-playing games. Whereas gamification is an umbrella
term used to describe the process of using gaming to engage individuals in
non-game environments, including healthcare settings.1 There is increasing
interest in gaming and its potential to contribute to teaching and learning in
healthcare, and there is a broad range of opportunities for nurses to leverage
the benefits of gaming and gamification to assist in health behaviour change
interventions, optimise care, and improve health outcomes of individuals
across all care settings. Gaming has the appeal if being fun, socially
captivating, interactive, whilst being challenging, yet relaxing.2
Gaming can be used in conjunction with other technologies to (re)create a
range of clinical scenarios and, importantly, allows the user to follow a range
of pathways. Virtual reality, defined as an immersive multimedia, or computer
simulated realities, is one such example. Virtual reality can artificially recreate
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experiences for the user, including all of the senses, including sight, hearing,
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touch and smell. Augmented reality bridges ‘virtual and real worlds’,
supplementing, rather than replacing, reality.3 Augmented reality supplements
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the real world environment and augments the user experience with computer
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sensory input, such as sound, video or Global Positioning System (GPS) data.
There has been a rapid increase in the uptake of social media and smart
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phone technologies in society and these technologies have also been taken
up in health care.4 Within education, the potential for timely engaged learning
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engagement with health care support are exciting and need to be explored.5
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education and support, as well as a need to sometimes spontaneously make
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contact with professional health care support. Again, these technologies could
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caregivers.
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The subsequent case examples highlight a few of the implications for nursing
practice and education:
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Virtual and Augmented Reality in Nurse Education
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adopted this platform to enable and support student learning across a virtual
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student’s field of view with the virtual hands of an expert modelled in real time,
from the position of the expert’s remote, real hands.9 This innovation,
provided as real time, distance modelling to students, may help to improve the
quality and safety in the healthcare system, and help to reduce costs of
training. GhostHands could easily be applied to postgraduate nursing
education for peri-operative theatre nurses, for example in learning instrument
set up and handling in the operating theatre environment. Educators would be
able to guide students from a distance, in real time, to pick up surgical
instruments, and learn how to handle these appropriately. Real hands in real
time are much more expressive and powerful than any icons or videos.
Lecturers could guide in person from afar, however provide augmented reality
‘hands on’ advice to students on instrument selection. As nursing is a very
‘hands on’ and often technical profession, GhostHands has real potential for
innovative solutions to creative learning environments.
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The Nintendo Wii Fit is an active technology game used in stroke
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rehabilitation as well as to increase physical activity. This videogame,
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contributing to physical inactivity, and sedentary lifestyle.1 Traditionally,
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videogames have attracted negative health connotations such as sitting on
the sofa for a long period and consuming unhealthy junk food. However, today
videogames including the Nintendo Wii-Fit can lead to health benefits and
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better health outcomes, particularly for those living with chronic conditions
including stroke and dementia.10-12 Individuals or multiplayers may choose to
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Increasing the use of game-based approaches in health care interventions
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may lead to improved outcomes, particularly in health prevention strategies
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and in chronic care settings. Nurses should consider developing and applying
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game based strategies to care, particularly leveraging the ‘fun’ aspect of
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gaming and the ability to present a range of scenarios and promote
engagement. With all nursing interventions it is important that we consider if
these are ‘fit for purpose’, and carefully examine the efficacy of our
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interventions. Personalisation of gaming interventions that focus on the needs
of individuals may help to provide a greater sense of control and may be
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helpful to motivate individuals to achieve their health goals. Nurses may find it
helpful to identify current games and technologies, and personalize these as
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