<p>Virtual standardized patients are being increasingly developed as interactive tools for mental health practitioner training. Exploring mental health providers’ feedback after interacting with suicidal virtual patients may help guide future research and development of virtual patient simulation paradigms to maximize its usability and effectiveness for clinical training and suicide prevention. Participants were mental health clinicians from two studies recruited to interact with two to three virtual patients presenting with symptoms associated with acute suicide risk. Following the virtual patient interactions, participants from both studies completed a self-report feedback survey and rated their perspective on various elements of the virtual human interaction, including the appropriateness of the virtual patients’ answers, whether the interaction simulated real life, the perceived value of the training tool, and usefulness of gaining access to transcript. Open-ended feedback was obtained through a single-item written response. For Study 1, ratings ranged from fair (2.00 for simulates real life) to good (4.00 for the usefulness of transcripts). Ratings ranged from poor (1.00 for how well the interaction simulated real life and appropriateness of virtual patient responses) to fair (3.00 for the usefulness of transcripts) for Study 2. There were no between-group differences within study samples. Analysis of open-ended feedback showed that most participants (<i>n</i> = 37, 64.9%) encountered speech recognition and language generation problems while interacting with the virtual patient, with a significantly higher proportion of participants reporting such problems compared with other elements of feedback (Zs = − 14.98 to − 4.08, all <i>p</i>s &lt; 0.001). This study elucidates mental health providers’ views on various usability aspects of virtual patient simulations, using virtual patients presenting with high risk for suicidal behavior. Results indicate important areas for improvement for virtual patient interaction paradigms as a scalable clinical training tool.</p>

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Mental Health Providers’ Perspectives on the Use of Virtual Patient Interactions for Clinical Training in Working with Acutely Suicidal Patients

  • Olivia C. Lawrence,
  • Amber Wolfe,
  • Megan L. Rogers,
  • Sarah Bloch-Elkouby,
  • Devon Peterkin,
  • Benjamin Lok,
  • Heng Yao,
  • Alexander Gomes de Siqueira,
  • Serge Mitelman,
  • Adriana Foster,
  • Igor Galynker

摘要

Virtual standardized patients are being increasingly developed as interactive tools for mental health practitioner training. Exploring mental health providers’ feedback after interacting with suicidal virtual patients may help guide future research and development of virtual patient simulation paradigms to maximize its usability and effectiveness for clinical training and suicide prevention. Participants were mental health clinicians from two studies recruited to interact with two to three virtual patients presenting with symptoms associated with acute suicide risk. Following the virtual patient interactions, participants from both studies completed a self-report feedback survey and rated their perspective on various elements of the virtual human interaction, including the appropriateness of the virtual patients’ answers, whether the interaction simulated real life, the perceived value of the training tool, and usefulness of gaining access to transcript. Open-ended feedback was obtained through a single-item written response. For Study 1, ratings ranged from fair (2.00 for simulates real life) to good (4.00 for the usefulness of transcripts). Ratings ranged from poor (1.00 for how well the interaction simulated real life and appropriateness of virtual patient responses) to fair (3.00 for the usefulness of transcripts) for Study 2. There were no between-group differences within study samples. Analysis of open-ended feedback showed that most participants (n = 37, 64.9%) encountered speech recognition and language generation problems while interacting with the virtual patient, with a significantly higher proportion of participants reporting such problems compared with other elements of feedback (Zs = − 14.98 to − 4.08, all ps < 0.001). This study elucidates mental health providers’ views on various usability aspects of virtual patient simulations, using virtual patients presenting with high risk for suicidal behavior. Results indicate important areas for improvement for virtual patient interaction paradigms as a scalable clinical training tool.