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Accepted for/Published in: JMIR Serious Games

Date Submitted: Jun 2, 2024
Date Accepted: Jul 22, 2024
Date Submitted to PubMed: Jul 24, 2024

The final, peer-reviewed published version of this preprint can be found here:

Immersive Virtual Reality Use in Medical Intensive Care: Mixed Methods Feasibility Study

Locke BW, Tsai Ty, Reategui-Rivera CM, Gabriel A, Smiley A, Finkelstein J

Immersive Virtual Reality Use in Medical Intensive Care: Mixed Methods Feasibility Study

JMIR Serious Games 2024;12:e62842

DOI: 10.2196/62842

PMID: 39046869

PMCID: 11344185

Immersive Virtual Reality Use Medical Intensive Care: A Mixed-Methods Feasibility Study

  • Brian W Locke; 
  • Te-yi Tsai; 
  • C. Mahoney Reategui-Rivera; 
  • Aileen Gabriel; 
  • Aref Smiley; 
  • Joseph Finkelstein

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


 Citation

Please cite as:

Locke BW, Tsai Ty, Reategui-Rivera CM, Gabriel A, Smiley A, Finkelstein J

Immersive Virtual Reality Use in Medical Intensive Care: Mixed Methods Feasibility Study

JMIR Serious Games 2024;12:e62842

DOI: 10.2196/62842

PMID: 39046869

PMCID: 11344185

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