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Toward Immersive Diabetes Education: Understanding User Needs for Virtual Reality–Assisted Self‐Management Support in Adults With Type 2 Diabetes Mellitus

Year: 2026
Type: article
Abstract: Effective self‐management in Type 2 diabetes mellitus (T2DM) requires sustained adherence to diet, physical activity, medication, and lifestyle modification. However, conventional diabetes education often remains generic, one‐directional, and insufficiently responsive to the psychological, behavioral, and contextual challenges patients face in daily life. Immersive technologies such as virtual reality (VR) may offer a more engaging approach to diabetes education, yet evidence on the user needs that should inform such interventions remains limited. This study explored the psychological, behavioral, and educational needs of adults with T2DM and healthcare providers to inform the development of VR‐assisted self‐management support. A qualitative descriptive study was conducted involving adults with T2DM ( n = 12) and healthcare providers ( n = 6), purposively recruited based on their experience in diabetes self‐management or care; prior technology experience was not required. Data were collected through in‐depth interviews and analyzed using thematic analysis. Seven interrelated themes were identified: (1) psychological experiences of living with and managing diabetes, (2) motivation and adherence, (3) adaptation of physical activity, (4) dietary management challenges, (5) limitations of current diabetes education, (6) educational needs supporting self‐management, and (7) VR as an alternative educational medium. Participants described emotional distress, uncertainty, adherence fatigue, and difficulty translating advice into daily behaviors. Existing education was often perceived as overly general, medically framed, and insufficiently tailored to real‐life needs. Both patients and healthcare providers preferred education that is simple, interactive, practical, and grounded in everyday experiences. VR was viewed as a potentially valuable medium for simulating realistic self‐management scenarios, although concerns regarding usability and complexity were also raised. These findings provide a user‐centered qualitative foundation for developing immersive VR‐assisted diabetes self‐management support, intended to complement conventional education; its feasibility, sustainability, and effectiveness remain to be evaluated.
Language: English
Field: Medicine
Open Access status: gold
Estimated APC paid: $1,000
OpenAlex ID: W7225414638
FWCI:
Cites: 55
Cited by:
Related to: 10