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Field Triage Errors: A Cross-Sectional Study of Emergency Responders in a Virtual Reality Mass Casualty Simulation

Published online by Cambridge University Press:  23 December 2025

Ewart de Visser
Affiliation:
de Visser Research, USA
David P. Way
Affiliation:
Emergency Medicine, The Ohio State University College of Medicine , USA
Douglas Danforth
Affiliation:
OB/GYN, The Ohio State University College of Medicine , USA
Jillian McGrath
Affiliation:
Emergency Medicine, The Ohio State University College of Medicine , USA
Jacob Hyde
Affiliation:
Warfighter Consulting, USA
Kaitlyn Choy
Affiliation:
CACI International Inc , USA
Jacob Audick
Affiliation:
CACI International Inc , USA
Brian Pippin
Affiliation:
CACI International Inc , USA
Ashish R. Panchal
Affiliation:
Emergency Medicine, The Ohio State University College of Medicine , USA
Jennifer McVay
Affiliation:
CACI International Inc , USA
Nicholas Kman*
Affiliation:
Emergency Medicine, The Ohio State University College of Medicine , USA
*
Corresponding author: Nicholas Kman; Email: nicholas.kman@osumc.edu
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Abstract

Objective

This study explored the prevalence and attributes of triage errors made by emergency responders during virtual reality simulations of mass casualty incidents.

Methods

The study analyzed errors made by 99 emergency responders during their triage and treatment of a mass casualty incident in virtual reality. Responders received training on the Sort, Assess, Life-saving Intervention, Treatment, Transport (SALT) protocol, then responded to a virtual bombed subway station. Responder accuracy, efficiency, and application of treatments were tracked. Error analysis was performed through the lens of human factors. Accordingly, errors were categorized by their nature: either perception, proficiency, or procedure.

Results

Responders correctly triaged 70% of virtual patients, and 78% demonstrated relative efficiency. Interaction times between responders and patients averaged 20 seconds. The time to assess and treat all patients for life-threatening bleeding injuries across the entire scene averaged six minutes. Most errors were related to proficiency (e.g., competence or experience). However, procedural errors (shortcomings of SALT) and perceptual errors (degraded sensory input from programmed environmental chaos, i.e., virtual smoke/debris and louder sound) were also observed. Most errors were related to patients with either respiratory issues or multiple injuries.

Conclusion

Virtual reality (VR) offered a controlled environment for studying errors made by emergency responders in a mass casualty incident, which will lead to improved training and protocols to better prepare them for these events.

Information

Type
Original Research
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2025. Published by Cambridge University Press on behalf of Society for Disaster Medicine and Public Health, Inc
Figure 0

Figure 1. Virtual reality image of a patient being treated in a subway that has experienced a bomb blast.

Figure 1

Figure 2. The Triage Responder Intervention and Performance Error Model (TRIP EM) used in our VR environment of a mass casualty incident.

Figure 2

Figure 3. Sequence categories for scoring the SALT Adherence Performance metric. Group 1 includes unresponsive patients OR those with an obvious life-threatening injury; Group 2 includes patients who can respond to the “wave” command but cannot walk; Group 3 includes patients who are ambulatory. Responders can see patients in any order within a group as long as they see all patients in Group 1 before seeing any patients in Group 2 or Group 3. They must then see all patients in Group 2 and finally all patients in Group 3.

Figure 3

Figure 4. Percentage of tagging errors for each of 14 patients in a virtual reality simulation of a mass casualty incident: over, under, or critical triage errors19 (see Appendix A for definitions). Triage tagging categories indicated include minimal (MIN), delayed (DEL), immediate (IMM), expectant (EXP), and dead (DED).

Figure 4

Figure 5. The SALT Adherence Performance metric: Adherence to prescribed sequence for assessing patients according to SALT Triage protocol, represented by the number of patients treated out of order. Orange indicates the percentage of patients treated out of order for each level. Blue indicates the total percentage of patients treated out of order for previous levels. The percentage outside the bar indicates the total percentage of patients treated out of order up to and including that level (i.e., 57% of responders made 0 or 1 errors, with 6% making 0 errors and 51% making 1 error).

Figure 5

Table 1. Bleeding injuries most frequently missed

Figure 6

Figure 6. Hemorrhage control times per virtual patient. Triage tagging categories indicated include delayed (DEL) and immediate (IMM).

Figure 7

Figure 7. Average participant interaction times per virtual patient. Triage tagging categories indicated include minimal (MIN), delayed (DEL), immediate (IMM), expectant (EXP), and dead (DED).

Figure 8

Figure 8. Proportions of error sources for perceptual, procedural, and proficiency sources.

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