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Virtual Reality in the acute psychiatry ward: a pilot study

Published online by Cambridge University Press:  19 July 2023

J. I. Mena*
Affiliation:
Psychiatry and Psychology Department, Hospital Clínic Barcelona, Barcelona, Spain
B. Andrés
Affiliation:
Psychiatry and Psychology Department, Hospital Clínic Barcelona, Barcelona, Spain
I. Hernandez
Affiliation:
Psychiatry and Psychology Department, Hospital Clínic Barcelona, Barcelona, Spain
A. Bastidas
Affiliation:
Psychiatry and Psychology Department, Hospital Clínic Barcelona, Barcelona, Spain
E. Cesari
Affiliation:
Psychiatry and Psychology Department, Hospital Clínic Barcelona, Barcelona, Spain
I. Ochandiano
Affiliation:
Psychiatry and Psychology Department, Hospital Clínic Barcelona, Barcelona, Spain
S. Salmerón
Affiliation:
Psychiatry and Psychology Department, Hospital Clínic Barcelona, Barcelona, Spain
P. Barrio
Affiliation:
Psychiatry and Psychology Department, Hospital Clínic Barcelona, Barcelona, Spain
*
*Corresponding author.

Abstract

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Introduction

New technologies have been steadily impacting and redefining the health care landscape over the last decades, a process recently enhanced by the covid-19 pandemics . VR is an advanced media that can simulate highly realistic virtual environments, providing a high sense of immersion (the feeling of “being really there”). VR has expanded its healthcare application over the last years. Surprisingly, the acute psychiatry ward has been, so far, systematically left out of the VR application field. Psychiatric wards are complex environments. Patients are frequently admitted against their will and many wards have a locked doors policy, with subsequent feelings of seclusion experienced by patients. Therefore the question emerges: could VR help psychiatry inpatients have a better experience during their hospitalization?

Objectives

This is a pilot study where psychiatry inpatients are offered a single session with the Oculus Quest 2, where they are immersed in a computer generate scenario provided by a commercially available software (“Nature Treks”). The scenario is a nature-based immersive 360° walk. Patients are allowed to freely explore the scenario with no time restraints.

Methods

The STAI (State-Trait Anxiety Inventory), and the PANAS (Positive and Negative Affect Schedule) questionnaires are completed by patients before and after the VR exposure. After exposure, patients are also asked to complete the SUS (System Usability Scale) questionnaire, the IQ-presence questionnaire and the SSQ (Simulator Sickness Questionnaire). Electrophysiological recordings are gathered with the Empatica E4.

Results

Up to date, 4 patients have been recruited. The sessions have lasted around 10 minutes. Reductions in the STAI and the PANAS have been reported by 3 patients (with no statistical significance so far). Usability has been extremely high as reported by the SUS. Minimal adverse reactions to VR use have been reported in the SSQ, mainly dizziness and nausea.

Conclusions

VR has a high potential to ameliorate the conditions of psychiatry inpatients admitted to a close-doors ward. As with many technological novelties, implementation and sustainability will be key. The small evidence provided by this pilot study points out to an initial good acceptability and potential efficacy in some patient-related outcomes.

Disclosure of Interest

None Declared

Type
Abstract
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 (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
© The Author(s), 2023. Published by Cambridge University Press on behalf of the European Psychiatric Association
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