Journal of palliative medicine · 2026
"I Don't Get to Feel This Good Very Often:" Virtual Reality Intervention for Veterans Receiving End-of-Life Care.
СтатьяНазвание и аннотация: Перевод в очереди
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Gately Megan E, Shirk Steven D, Canell Anastasia, Laffer Alexandra, Corle Melanie, Dillon Kristen
Аннотация
BACKGROUND: While virtual reality (VR) is a valuable therapeutic tool, its utility for hospice and palliative care (HPC) is understudied.
OBJECTIVES: We explored the use of VR with patients receiving inpatient HPC.
DESIGN: Mixed methods study examining feasibility and clinical outcomes of a VR program.
SETTING/SUBJECTS: Twenty-five veterans with complex medical and psychiatric comorbidities at a Veterans Affairs hospital participated. Data related to self-reported pain and well-being, as well as session feedback, were gathered.
RESULTS: Despite some challenges with setup, 91% reported enjoyment, and 90% would participate again. Travel experiences were most popular, allowing reminiscence and touring of bucket-list destinations. Program feedback suggested improvements in anxiety, mood, and boredom.
CONCLUSIONS: Results demonstrate the use of VR to facilitate meaningful engagement and improve psychological well-being for veterans receiving HPC. Additionally, opportunities for socialization and reminiscence, even while bedbound, increased. These findings support further exploration of VR as an intervention in HPC.
OBJECTIVES: We explored the use of VR with patients receiving inpatient HPC.
DESIGN: Mixed methods study examining feasibility and clinical outcomes of a VR program.
SETTING/SUBJECTS: Twenty-five veterans with complex medical and psychiatric comorbidities at a Veterans Affairs hospital participated. Data related to self-reported pain and well-being, as well as session feedback, were gathered.
RESULTS: Despite some challenges with setup, 91% reported enjoyment, and 90% would participate again. Travel experiences were most popular, allowing reminiscence and touring of bucket-list destinations. Program feedback suggested improvements in anxiety, mood, and boredom.
CONCLUSIONS: Results demonstrate the use of VR to facilitate meaningful engagement and improve psychological well-being for veterans receiving HPC. Additionally, opportunities for socialization and reminiscence, even while bedbound, increased. These findings support further exploration of VR as an intervention in HPC.