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Clinical Trials/NCT06445764
NCT06445764
Withdrawn
N/A

Enhancing Trauma Cardiopulmonary Resuscitation Simulation Training With the Use of Virtual Reality (Trauma SimVR): Protocol for a Randomized Controlled Trial

Medical University of Vienna1 site in 1 country67 target enrollmentSeptember 1, 2025

Overview

Phase
N/A
Intervention
Not specified
Conditions
Virtual Reality
Sponsor
Medical University of Vienna
Enrollment
67
Locations
1
Primary Endpoint
Time to critical action
Status
Withdrawn
Last Updated
7 months ago

Overview

Brief Summary

The goal of this single-center, prospective, randomized, controlled trial is to evaluate the effectiveness of using virtual reality technology to provide learners with skills and knowledge in the management of traumatic cardiac arrest in first-year residents at the emergency department.

The main question it aims to answer is:

Does the use of virtual reality in the context of trauma cardiopulmonary resuscitation training result in shorter times to order/perform pre-defined critical actions?

Participants will learn management skills for in-hospital traumatic cardiac arrest using either newly developed virtual reality software or e-learning focused on the same content.

Registry
clinicaltrials.gov
Start Date
September 1, 2025
End Date
December 31, 2026
Last Updated
7 months ago
Study Type
Interventional
Study Design
Parallel
Sex
All

Investigators

Responsible Party
Principal Investigator
Principal Investigator

Josef Michael Lintschinger

Principal Investigator

Medical University of Vienna

Eligibility Criteria

Inclusion Criteria

  • first-year residents at the emergency department
  • only people who do not need eyeglasses for using VR

Exclusion Criteria

  • \- pre-disposition for cybersickness (motion sickness, pregnancy, pre-existing cybersickness)

Outcomes

Primary Outcomes

Time to critical action

Time Frame: evaluation within 4 weeks after study completion

Expert-based assessment of the difference in time (seconds) to the predefined primary critical action between randomized groups in video recordings of an in-person assessment simulation.

Secondary Outcomes

  • Time to secondary critical action #1(evaluation within 4 weeks after study completion)
  • Time to secondary critical action #2(evaluation within 4 weeks after study completion)
  • Number of patients declared dead prematurely(evaluation within 4 weeks after study completion)
  • Gender-differences in learning outcomes(evaluation within 4 weeks after study completion)
  • Number of unrecognized causes of traumatic cardiac arrest(evaluation within 4 weeks after study completion)
  • Number of protocol deviations(evaluation within 4 weeks after study completion)
  • Group difference in cognitive load (per objective) while performing the in-person assessment simulation(evaluation within 4 weeks after study completion)
  • Gaze behavior during the in-person assessment simulation: fixation count in areas of interest(evaluation within 4 weeks after study completion)
  • Participants' overall performance in the simulation sessions from the expert's point of view(evaluation within 4 weeks after study completion)
  • The correlation between how often participants have played virtual reality video games between the ages of 6 and 18 and the primary outcome(evaluation within 4 weeks after study completion)
  • Group difference in global cognitive load while performing the in-person assessment simulation(evaluation within 4 weeks after study completion)
  • Gaze behavior during the in-person assessment simulation: dwell-time in areas of interest(evaluation within 4 weeks after study completion)
  • Gaze behavior during the in-person assessment simulation: time when no area of interest is illustrated(evaluation within 4 weeks after study completion)
  • Participants' subjective impression of their level of enjoyment when using virtual reality/e-learning(evaluation within 4 weeks after study completion)
  • Gaze behavior during the in-person assessment simulation: average fixation duration in areas of interest(evaluation within 4 weeks after study completion)
  • Participants' subjective impressions of their learning progress when using virtual reality/e-learning(evaluation within 4 weeks after study completion)
  • Participants' subjective impressions of their level of frustration when using virtual reality/e-learning(evaluation within 4 weeks after study completion)
  • The correlation between how often participants have played non-virtual-reality video games in the past 12 months and the primary outcome(evaluation within 4 weeks after study completion)
  • The correlation between how often participants have played non-virtual-reality video games between the ages of 6 and 18 and the primary outcome(evaluation within 4 weeks after study completion)
  • Incidence rate of virtual reality related adverse events(evaluation within 4 weeks after study completion)
  • Participants' subjective confidence in recognizing and providing initial care to polytraumatized patients in cardiac arrest in the in-person assessment simulation(evaluation within 4 weeks after study completion)
  • Participants' subjective overall performance in the simulation sessions(evaluation within 4 weeks after study completion)
  • The correlation between how often participants have played virtual reality video games in the past 12 months and the primary outcome(evaluation within 4 weeks after study completion)
  • Adjective Rating Scale for the use of the virtual reality simulations(evaluation within 4 weeks after study completion)
  • System usability score for use of VR simulations(evaluation within 4 weeks after study completion)

Study Sites (1)

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