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Facing Up to Virtual Reality: A Case Report

From Volume 50, Issue 9, October 2023 | Pages 772-774

Authors

Julie Potter

BDS (Hons), MFDS (RCPSG)

PGCert ME (Bangor), Post DCT Fellow

Articles by Julie Potter

Email Julie Potter

Jill Sweeney

BDS, MFDS (RCPSG)

PgCert DentEd (Dundee), Post DCT Fellow

Articles by Jill Sweeney

Neil Frazer

BDS, FDS RCPS, Dip Con Sed

Specialty Doctor; OMFS Department, NHS Fife, Victoria Hospital, Kirkcaldy, Fife, Scotland

Articles by Neil Frazer

Abstract

Virtual reality (VR) is a computer-generated three-dimensional simulation, often used with a wireless headset and controllers. It provides the user with visual, auditory and tactile stimuli for an immersive experience. Popularity of VR devices has snowballed, with use in domestic, education, healthcare and business sectors. We present a patient who jumped off a plank into water in a virtual reality world, while in reality, the patient had jumped into their TV unit, striking their chin. This resulted in a displaced and mobile fracture of the mandibular parasymphysis that required reduction and fixation under a general anaesthetic. This novel technology is altering our world's interface in multiple fields, but there are potential risks associated with fully immersing ourselves in another world.

CPD/Clinical Relevance: It is important to be aware of trauma that can result from injuries during virtual reality headset use.

Article

Virtual reality (VR) is the creation of an immersive three-dimensional environment with the use of a computer, now frequently contained within a wireless headset and controllers. It provides the user with visual, auditory and tactile stimuli.1 Increasing affordability of VR devices for domestic use, as well as increasing recognition in the education, healthcare and business sectors, has resulted in a snowballing market.2,3 In 2016–2018, approximately 170 million active users of VR headsets were registered worldwide.1 In 2021, there were 0.81 billion augmented reality users, and by the end of 2023, this number is predicted to grow to 1.4 billion.4,5 We present the case of a patient who presented with a mandible fracture sustained while playing a VR game at home. A review of the literature identified two case reports of head and neck injuries sustained during VR gaming; however, this is the first known report of a maxillofacial bony injury that occurred with use of this novel technology.5,6

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