Accepted for/Published in: JMIR Serious Games
Date Submitted: Jun 2, 2024
Date Accepted: Jul 22, 2024
Date Submitted to PubMed: Jul 24, 2024
Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.
Immersive Virtual Reality Use Medical Intensive Care: A Single-Center Feasibility Study
ABSTRACT
Background:
Immersive virtual reality (VR) is a promising therapy to improve the experience of patients with critical illness and may help avoid post-discharge functional impairments. However, determinants of interest and usability may vary locally and reports of uptake in the literature are variable.
Objective:
This mixed-methods, feasibility study aimed to assess the acceptability and potential utility of immersive VR in critically ill patients at a single institution.
Methods:
Non-delirious adults admitted to one of two intensive care units were offered the opportunity to participate in 5-15 minutes of immersive virtual reality delivered by VR headset. Patients' vital signs, mood, and pain were assessed before and after the experience. A semi-structured interview was then administered to elicit patient descriptions of the experience, issues, and potential uses.
Results:
Of 35 patients who were offered the chance to participate, 20 (57%) agreed to partake in the immersive VR experience, with no difference in participation rate by age. Improvements in overall mood (mean 1.8 points, [95% confidence interval 0.6-3.0], P=.002), anxiety (1.7 points [0.8-2.7], P=.001), and pain (1.3 points [0.5-2.1], P = .003) on 1-10 scales were observed. Mean heart rate changed by -1.1 (-0.3 to -1.9; P = .008) beats/minute (bpm) from a baseline of 86.1 (SD 11.8) bpm, and heart rate variability changed by -5.0 (-1.5 to -8.5; P = .004) sec-2 from a baseline stress index of 40.0 (SD 23) sec-2. Patients commented on the potential for the therapy to address pain, lessen anxiety, and facilitate calmness. Technical challenges were minimal and there were no adverse effects observed.
Conclusions:
Patient acceptance of immersive was high in a mostly medical intensive care population with little prior virtual reality experience. Patients commented on its potential to ameliorate cognitive and emotional symptoms. Heart rate and heart rate variability were consistent with increased relaxation. Clinical Trial: N/A
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