TY - JOUR
T1 - Exploring virtual reality for stress and anxiety management in intensive care settings
T2 - perspectives from intensive care professionals
AU - Savoric, Tjasa
AU - Savoric, Nik
AU - Antlej, Kaja
AU - Arnab, Sylvester
AU - Ashwin, Sushma
AU - Cann, Brittany
AU - Devine, Jonathan
AU - Hirst, Amanda
AU - Huynh, Kerrianne
AU - Watson, Karena
AU - Subramaniam, Ashwin
N1 - This is an open access article under the terms of the Creative Commons Attribution-NonCommercial License, which permits use, distribution and reproduction in any medium,provided the original work is properly cited and is not used for commercial purposes.
PY - 2026/6
Y1 - 2026/6
N2 - Background
Psychological distress is highly prevalent among patients in intensive care units (ICUs), yet current management remains predominantly pharmacological and often insufficient to address emotional and cognitive wellbeing. Virtual reality (VR) is emerging as a potential non-pharmacological adjunct for stress and anxiety reduction in critical care.
Aims
To explore ICU professionals' perspectives on the design, feasibility and clinical integration of a gamified, art-based VR prototype intended to support psychological wellbeing and reduce stress and anxiety in ICU patients.
Methods
Qualitative study using a semi-structured focus group and thematic analysis.
Interventions
Seven ICU participants (three doctors, three nurses, one allied health clinician) trialled an early-stage VR prototype designed for ICU patients that included narrative-driven content, artistic environments and planned accessibility features such as eye-tracking and multiple modes of engagement.
Outcome Measures
ICU professionals' perspectives on VR's therapeutic potential, recommended content features, perceived facilitators and barriers to implementation and strategies for clinical integration.
Results
Seven themes emerged. Participants viewed VR as a calming, purposeful form of diversional therapy offering emotional escape, cognitive engagement and restoration of patient agency. Flexible content modes and opportunities for personalisation were valued, as were accessibility features such as eye-tracking. For implementation, participants emphasised clear infection-control workflows, reliable device-management processes and basic staff training. A phased introduction, beginning with carefully selected patient groups, was recommended before broader clinical adoption.
Conclusions
ICU professionals consider VR a promising adjunct to support emotional wellbeing in ICU, provided it is purpose-built, flexible, personalised and integrated smoothly into clinical routines. Their insights offer actionable guidance for refining and piloting this VR intervention within ICU settings.
AB - Background
Psychological distress is highly prevalent among patients in intensive care units (ICUs), yet current management remains predominantly pharmacological and often insufficient to address emotional and cognitive wellbeing. Virtual reality (VR) is emerging as a potential non-pharmacological adjunct for stress and anxiety reduction in critical care.
Aims
To explore ICU professionals' perspectives on the design, feasibility and clinical integration of a gamified, art-based VR prototype intended to support psychological wellbeing and reduce stress and anxiety in ICU patients.
Methods
Qualitative study using a semi-structured focus group and thematic analysis.
Interventions
Seven ICU participants (three doctors, three nurses, one allied health clinician) trialled an early-stage VR prototype designed for ICU patients that included narrative-driven content, artistic environments and planned accessibility features such as eye-tracking and multiple modes of engagement.
Outcome Measures
ICU professionals' perspectives on VR's therapeutic potential, recommended content features, perceived facilitators and barriers to implementation and strategies for clinical integration.
Results
Seven themes emerged. Participants viewed VR as a calming, purposeful form of diversional therapy offering emotional escape, cognitive engagement and restoration of patient agency. Flexible content modes and opportunities for personalisation were valued, as were accessibility features such as eye-tracking. For implementation, participants emphasised clear infection-control workflows, reliable device-management processes and basic staff training. A phased introduction, beginning with carefully selected patient groups, was recommended before broader clinical adoption.
Conclusions
ICU professionals consider VR a promising adjunct to support emotional wellbeing in ICU, provided it is purpose-built, flexible, personalised and integrated smoothly into clinical routines. Their insights offer actionable guidance for refining and piloting this VR intervention within ICU settings.
KW - anxiety
KW - intensive care unit
KW - non-pharmacological interventions
KW - stress
KW - virtual reality
UR - https://www.scopus.com/pages/publications/105038882333
U2 - 10.1111/imj.70453
DO - 10.1111/imj.70453
M3 - Article
SN - 1445-5994
VL - 56
SP - 1051
EP - 1058
JO - Internal Medicine Journal
JF - Internal Medicine Journal
IS - 6
ER -