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

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-08-09 DOI:10.2196/62842
Brian W Locke, Te-Yi Tsai, C Mahony Reategui-Rivera, Aileen S Gabriel, Aref Smiley, Joseph Finkelstein
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引用次数: 0

Abstract

Background: Immersive virtual reality (VR) is a promising therapy to improve the experience of patients with critical illness and may help avoid postdischarge functional impairments. However, the determinants of interest and usability may vary locally and reports of uptake in the literature are variable.

Objective: The aim of this mixed methods feasibility study was to assess the acceptability and potential utility of immersive VR in critically ill patients at a single institution.

Methods: Adults without delirium who were admitted to 1 of 2 intensive care units were offered the opportunity to participate in 5-15 minutes of immersive VR delivered by a VR headset. Patient vital signs, heart rate variability, mood, and pain were assessed before and after the VR experience. Pre-post comparisons were performed using paired 2-sided t tests. A semistructured interview was administered after the VR experience. Patient descriptions of the experience, issues, and potential uses were summarized with thematic analysis.

Results: Of the 35 patients offered the chance to participate, 20 (57%) agreed to partake in the immersive VR experience, with no difference in participation rate by age. Improvements were observed in overall mood (mean difference 1.8 points, 95% CI 0.6-3.0; P=.002), anxiety (difference of 1.7 points, 95% CI 0.8-2.7; P=.001), and pain (difference of 1.3 points, 95% CI 0.5-2.1; P=.003) assessed on 1-10 scales. The heart rate changed by a mean of -1.1 (95% CI -0.3 to -1.9; P=.008) beats per minute (bpm) from a baseline of 86.1 (SD 11.8) bpm and heart rate variability, assessed by the stress index (SI), changed by a mean of -5.0 (95% CI -1.5 to -8.5; P=.004) seconds-2 from a baseline SI of 40.0 (SD 23) seconds-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 VR was high in a mostly medical intensive care population with little prior VR experience. Patients commented on the potential of immersive VR to ameliorate cognitive and emotional symptoms. Investigators can consider integrating minimally modified commercial VR headsets into the existing intensive care unit workflow to further assess VR's efficacy for a variety of endpoints.

沉浸式虚拟现实技术在重症医学护理中的应用:混合方法可行性研究》。
背景:沉浸式虚拟现实(VR)是一种很有前景的疗法,可改善危重病人的体验,并有助于避免出院后的功能障碍。然而,兴趣和可用性的决定因素可能因地而异,文献中关于使用情况的报道也不尽相同:这项混合方法的可行性研究旨在评估一家机构的重症患者对身临其境的 VR 的接受度和潜在效用:方法:两家重症监护室中的一家为无谵妄的成人患者提供了参与 5-15 分钟身临其境 VR 体验的机会,体验由 VR 头显提供。体验前后对患者的生命体征、心率变异性、情绪和疼痛进行评估。体验前后的比较采用配对双侧 t 检验。VR 体验后进行了半结构化访谈。通过主题分析总结了患者对体验、问题和潜在用途的描述:在 35 名有机会参与体验的患者中,20 人(57%)同意参加沉浸式 VR 体验,不同年龄段的参与率没有差异。在 1-10 级评分中,观察到总体情绪(平均 1.8 分[95% 置信区间 0.6-3.0],P=.002)、焦虑(1.7 分[0.8-2.7],P=.001)和疼痛(1.3 分[0.5-2.1],P=.003)有所改善。平均心率从基线的 86.1 (SD 11.8) bpm 下降了 -1.1 (-0.3 to -1.9; P = .008) bpm,心率变异性从基线的压力指数 40.0 (SD 23) sec-2 下降了 -5.0 (-1.5 to -8.5; P = .004) sec-2。患者对该疗法在解决疼痛、减轻焦虑和促进平静方面的潜力给予了高度评价。技术难度很小,也没有观察到不良反应:结论:患者对身临其境疗法的接受度很高,他们大多是医疗重症监护人员,以前几乎没有虚拟现实体验。患者对其改善认知和情绪症状的潜力给予了高度评价。.研究人员可以考虑在重症监护室现有的工作流程中整合经过最小改动的商用虚拟现实头显,以评估虚拟现实对各种终点的疗效:
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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