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To assess the feasibility of using computer-generated VR (CG-VR) and film-based VR (FB-VR) in seriously ill older adults
Background and Significance
Seriously ill older adults frequently harbor unfulfilled end-of-life aspirations, commonly referred to as "bucket list" experiences. Advanced illness, functional decline, and the constraints of institutional living typically render travel and other real world experiences largely unattainable for this population. Virtual reality (VR) technology, now widely commercially available, may offer an accessible means of delivering immersive surrogate experiences at the bedside. However, the feasibility of VR engagement among seriously ill nursing home residents - including their capacity to tolerate head-mounted display use, sustain attention during immersion, and derive meaningful benefit - has not been adequately established. The present study seeks to address this gap.
Specific Aims:
Study Design
This is a feasibility study employing a randomized, two-arm parallel-group design with an optional crossover component and embedded qualitative interviews.
Study Population: Seriously ill older adult residents of the participating nursing home facility.
Study Procedures
Following written informed consent, each participant will be invited to articulate a personal bucket list. Participants who identify one or more bucket list items will be randomly assigned in a 1:1 ratio to one of two arms:
Outcome Measures:
Primary outcomes (feasibility): Consent, completion of the assigned VR experience, and adverse events (including cybersickness, agitation, or discomfort).
Secondary outcomes:
Risks and Anticipated Benefits:
Risks are anticipated to be minimal and primarily limited to transient cybersickness, mild disorientation, or emotional response to the experiential content. Participants may benefit from symptom relief, relaxation, and engagement with personally meaningful imagery, although direct benefit is not assured. Findings will inform the design of subsequent efficacy trials evaluating VR as a palliative intervention.
Statistical Considerations:
Given that this is a feasibility pilot study, there is no hypothesis testing and the study is not powered to detect efficacy.Descriptive statistics will be employed to characterize feasibility metrics and outcome distributions.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Computer-generated VR waterfalls | Active Comparator | This is a computer-generated VR waterfalls |
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| Film-based VR waterfalls | Active Comparator | This is a film-based VR waterfalls |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Feasibility of using VR | Other | Commercially available Meta Quest Pro was used to show a waterfalls virtually to the participants in one of two renderings-- computer generated waterfalls or a film-based waterfalls. Both types of renderings are viewed by the exact same equipment and headset. |
| Measure | Description | Time Frame |
|---|---|---|
| Edmonton Symptom Assessment Scale (ESASr) | ESAS-r assessed nine common symptoms (Pain, Fatigue, Nausea, Depression, Anxiety, Drowsiness, Shortness of Breath, Appetite, and Wellbeing) on 0-10 scales. (cite) A sleep item was also included. | Baseline |
| Relaxation scale | Relaxation was assessed with a single item (0 = not relaxed at all; 10 = extremely relaxed) | Immediately before and after the 3-minute VR exposure. |
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Inclusion Criteria: Seriously ill nursing home residents identified by their care team as able to participate.
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Exclusion Criteria: <65 years of age
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Stanford University | Palo Alto | California | 94304 | United States |
Will not be available as participants are vulnerable and did not wish to share.
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CG-VR or FB-VR
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Participants were randomly assigned to a virtual waterfall experience (computer generated or film-based) for three minutes.
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