Feasibility of a virtual reality intervention in the intensive care unit

dc.contributor.authorJawed, Yameena T.
dc.contributor.authorGolovyan, Dmitriy
dc.contributor.authorLopez, David
dc.contributor.authorKhan, Sikandar H.
dc.contributor.authorWang, Sophia
dc.contributor.authorFreund, Chauncey
dc.contributor.authorImran, Sundus
dc.contributor.authorBin Hameed, Usman
dc.contributor.authorSmith, Joseph P.
dc.contributor.authorKok, Lotte
dc.contributor.authorKhan, Babar A.
dc.contributor.departmentMedicine, School of Medicine
dc.date.accessioned2023-09-19T18:57:14Z
dc.date.available2023-09-19T18:57:14Z
dc.date.issued2021
dc.description.abstractBackground: Delirium prevention requires optimal management of pain and anxiety. Given the limitations of current pharmacologic interventions, evaluation of novel non-pharmacological interventions is required. Virtual reality (VR) stimulation may be a promising intervention because of its capability to reduce psychophysiological stress, pain, and anxiety and to restore cognitive and attentional capacities. Objective: To ascertain patients' and providers' perceptions of acceptability and safety of VR intervention in the intensive care unit (ICU). Methods: We enrolled a cohort of 15 ICU patients and 21 health care providers to administer a 15-minute session showing a relaxing beach scene with VR headsets and nature sound effects. Participants were then asked to rate their experiences on a Likert scale survey. Results: The majority of patients (86%, 12 of 14) rated the headsets as moderately to very comfortable. All had moderate or greater sense of presence in the virtual environment, and 79% (11 of 14) rated their overall experience at 3 or greater (5 indicating that they enjoyed it very much). Seventy-one percent (10 of 14) of the patients felt that their anxiety was better with VR, and 57% (8 of 14) did not notice a change in their pain or discomfort. All health care providers found the headset to be at least moderately comfortable and felt a moderate or greater sense of presence. All providers concluded that VR therapy should be available for their patients. Both groups experienced minimal side effects. Conclusion: In this prospective study of perceptions of VR therapy for ICU patients and health care providers, there was a high level of acceptance, with minimal side effects, for both groups despite their low levels of prior experience with virtual reality and video gaming.
dc.eprint.versionAuthor's manuscript
dc.identifier.citationJawed YT, Golovyan D, Lopez D, et al. Feasibility of a virtual reality intervention in the intensive care unit. Heart Lung. 2021;50(6):748-753. doi:10.1016/j.hrtlng.2021.05.007
dc.identifier.urihttps://hdl.handle.net/1805/35647
dc.language.isoen_US
dc.publisherElsevier
dc.relation.isversionof10.1016/j.hrtlng.2021.05.007
dc.relation.journalHeart & Lung
dc.rightsPublisher Policy
dc.sourcePMC
dc.subjectVirtual reality
dc.subjectIntensive care unit
dc.subjectDelirium
dc.subjectFeasibility
dc.subjectCritical illness
dc.titleFeasibility of a virtual reality intervention in the intensive care unit
dc.typeArticle
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