A self-administered virtual reality intervention increases COVID-19 vaccination intention

Research output: Contribution to journalJournal articleResearchpeer-review

Standard

A self-administered virtual reality intervention increases COVID-19 vaccination intention. / Mottelson, Aske; Vandeweerdt, Clara; Atchapero, Michael; Luong, Tiffany; Holz, Christian; Böhm, Robert; Makransky, Guido.

In: Vaccine, Vol. 39, No. 46, 2021, p. 6746-6753.

Research output: Contribution to journalJournal articleResearchpeer-review

Harvard

Mottelson, A, Vandeweerdt, C, Atchapero, M, Luong, T, Holz, C, Böhm, R & Makransky, G 2021, 'A self-administered virtual reality intervention increases COVID-19 vaccination intention', Vaccine, vol. 39, no. 46, pp. 6746-6753. https://doi.org/10.1016/j.vaccine.2021.10.004

APA

Mottelson, A., Vandeweerdt, C., Atchapero, M., Luong, T., Holz, C., Böhm, R., & Makransky, G. (2021). A self-administered virtual reality intervention increases COVID-19 vaccination intention. Vaccine, 39(46), 6746-6753. https://doi.org/10.1016/j.vaccine.2021.10.004

Vancouver

Mottelson A, Vandeweerdt C, Atchapero M, Luong T, Holz C, Böhm R et al. A self-administered virtual reality intervention increases COVID-19 vaccination intention. Vaccine. 2021;39(46):6746-6753. https://doi.org/10.1016/j.vaccine.2021.10.004

Author

Mottelson, Aske ; Vandeweerdt, Clara ; Atchapero, Michael ; Luong, Tiffany ; Holz, Christian ; Böhm, Robert ; Makransky, Guido. / A self-administered virtual reality intervention increases COVID-19 vaccination intention. In: Vaccine. 2021 ; Vol. 39, No. 46. pp. 6746-6753.

Bibtex

@article{601e353bc37b46dd857feddd7bff11f8,
title = "A self-administered virtual reality intervention increases COVID-19 vaccination intention",
abstract = "Effective interventions for increasing people's intention to get vaccinated are crucial for global health, especially considering COVID-19. We devised a novel intervention using virtual reality (VR) consisting of a consultation with a general practitioner for communicating the benefits of COVID-19 vaccination and, in turn, increasing the intention to get vaccinated against COVID-19. We conducted a preregistered online experiment with a 2×2 between-participant design. People with eligible VR headsets were invited to install our experimental application and complete the ten minute virtual consultation study at their own discretion. Participants were randomly assigned across two age conditions (young or old self-body) and two communication conditions (with provision of personal benefit of vaccination only, or collective and personal benefit). The primary outcome was vaccination intention (score range 1-100) measured three times: immediately before and after the study, as well as one week later. Five-hundred-and-seven adults not vaccinated against COVID-19 were recruited. Among the 282 participants with imperfect vaccination intentions (<100), the VR intervention increased pre-to-post vaccination intentions across intervention conditions (mean difference 8.6, 95% CI 6.1 to 11.1,p<0.0001). The pre-to-post difference significantly correlated with the vaccination intention one week later, ρ=0.20,p<0.0001. The VR intervention was effective in increasing COVID-19 vaccination intentions both when only personal benefits and personal and collective benefits of vaccination were communicated, with significant retention one week after the intervention. Utilizing recent evidence from health psychology and embodiment research to develop immersive environments with customized and salient communication efforts could therefore be an effective tool to complement public health campaigns.",
keywords = "Adult, COVID-19, COVID-19 Vaccines, Humans, Intention, SARS-CoV-2, Vaccination, Virtual Reality, Virtual Reality Exposure Therapy",
author = "Aske Mottelson and Clara Vandeweerdt and Michael Atchapero and Tiffany Luong and Christian Holz and Robert B{\"o}hm and Guido Makransky",
note = "Copyright {\textcopyright} 2021 The Author(s). Published by Elsevier Ltd.. All rights reserved.",
year = "2021",
doi = "10.1016/j.vaccine.2021.10.004",
language = "English",
volume = "39",
pages = "6746--6753",
journal = "Vaccine",
issn = "0264-410X",
publisher = "Elsevier",
number = "46",

}

RIS

TY - JOUR

T1 - A self-administered virtual reality intervention increases COVID-19 vaccination intention

AU - Mottelson, Aske

AU - Vandeweerdt, Clara

AU - Atchapero, Michael

AU - Luong, Tiffany

AU - Holz, Christian

AU - Böhm, Robert

AU - Makransky, Guido

N1 - Copyright © 2021 The Author(s). Published by Elsevier Ltd.. All rights reserved.

PY - 2021

Y1 - 2021

N2 - Effective interventions for increasing people's intention to get vaccinated are crucial for global health, especially considering COVID-19. We devised a novel intervention using virtual reality (VR) consisting of a consultation with a general practitioner for communicating the benefits of COVID-19 vaccination and, in turn, increasing the intention to get vaccinated against COVID-19. We conducted a preregistered online experiment with a 2×2 between-participant design. People with eligible VR headsets were invited to install our experimental application and complete the ten minute virtual consultation study at their own discretion. Participants were randomly assigned across two age conditions (young or old self-body) and two communication conditions (with provision of personal benefit of vaccination only, or collective and personal benefit). The primary outcome was vaccination intention (score range 1-100) measured three times: immediately before and after the study, as well as one week later. Five-hundred-and-seven adults not vaccinated against COVID-19 were recruited. Among the 282 participants with imperfect vaccination intentions (<100), the VR intervention increased pre-to-post vaccination intentions across intervention conditions (mean difference 8.6, 95% CI 6.1 to 11.1,p<0.0001). The pre-to-post difference significantly correlated with the vaccination intention one week later, ρ=0.20,p<0.0001. The VR intervention was effective in increasing COVID-19 vaccination intentions both when only personal benefits and personal and collective benefits of vaccination were communicated, with significant retention one week after the intervention. Utilizing recent evidence from health psychology and embodiment research to develop immersive environments with customized and salient communication efforts could therefore be an effective tool to complement public health campaigns.

AB - Effective interventions for increasing people's intention to get vaccinated are crucial for global health, especially considering COVID-19. We devised a novel intervention using virtual reality (VR) consisting of a consultation with a general practitioner for communicating the benefits of COVID-19 vaccination and, in turn, increasing the intention to get vaccinated against COVID-19. We conducted a preregistered online experiment with a 2×2 between-participant design. People with eligible VR headsets were invited to install our experimental application and complete the ten minute virtual consultation study at their own discretion. Participants were randomly assigned across two age conditions (young or old self-body) and two communication conditions (with provision of personal benefit of vaccination only, or collective and personal benefit). The primary outcome was vaccination intention (score range 1-100) measured three times: immediately before and after the study, as well as one week later. Five-hundred-and-seven adults not vaccinated against COVID-19 were recruited. Among the 282 participants with imperfect vaccination intentions (<100), the VR intervention increased pre-to-post vaccination intentions across intervention conditions (mean difference 8.6, 95% CI 6.1 to 11.1,p<0.0001). The pre-to-post difference significantly correlated with the vaccination intention one week later, ρ=0.20,p<0.0001. The VR intervention was effective in increasing COVID-19 vaccination intentions both when only personal benefits and personal and collective benefits of vaccination were communicated, with significant retention one week after the intervention. Utilizing recent evidence from health psychology and embodiment research to develop immersive environments with customized and salient communication efforts could therefore be an effective tool to complement public health campaigns.

KW - Adult

KW - COVID-19

KW - COVID-19 Vaccines

KW - Humans

KW - Intention

KW - SARS-CoV-2

KW - Vaccination

KW - Virtual Reality

KW - Virtual Reality Exposure Therapy

U2 - 10.1016/j.vaccine.2021.10.004

DO - 10.1016/j.vaccine.2021.10.004

M3 - Journal article

C2 - 34654579

VL - 39

SP - 6746

EP - 6753

JO - Vaccine

JF - Vaccine

SN - 0264-410X

IS - 46

ER -

ID: 286501504