Volume 19
Abstract: Blood supply shortages continue to challenge healthcare systems, with particularly low participation rates among young adults. This paper reports on the development and pilot evaluation of an immersive virtual reality (VR) system designed to improve donor comfort and strengthen motivation to donate. Informed by the Theory of Planned Behavior and an extensive review of prior literature, the system integrates multiple virtual environments that combine education, relaxation, and interactive engagement, including a media space, information hub, calming room, game-based activities, and an exploratory gallery. Twenty-two participants between the ages of 18 and 39 completed pre- and post-experience measures assessing satisfaction, perceived anxiety, usability, and donation intent. The results indicate high overall acceptance of the VR experience, with most participants reporting strong satisfaction and an increased willingness to donate. Interactive and visually engaging components were rated most favorably, while reports of cybersickness highlighted important usability and technical limitations. Together, these findings demonstrate the promise of immersive VR as a tool for addressing psychological and experiential barriers to blood donation among younger populations. Ongoing work will focus on improving system stability, expanding content, and examining longer-term impacts on donor behavior through larger-scale studies. Download this article: JISARA - V19 N2 Page 4.pdf Recommended Citation: Li, Y., Valero, M., Berman, B., Min, J., Wiggins, ., Li, L., Ukuku, A., Keyser, R., (2026). Evaluating Immersive Virtual Reality for Supporting Blood Donor Experience and Engagement. Journal of Information Systems Applied Research and Analytics 19(2) pp 4-10. https://doi.org/10.62273/BSIW6059 | ||||||