Authors (including presenting author) :
Chan YH(2), Chan HT(2), Li CF(2), Li NT(1), Tsang E(1), Wong WK(2), Tang PY(1)(2), Poon ST(4), Yuen WS(2), Yeung WY(2), Lo SY(2), Lee KW(1), Lam KN(4)
Affiliation :
(1)Intensive Care Unit, Alice Ho Miu Ling Nethersole Hospital, (2)Intensive Care Unit, North District Hospital, (3)Department of Intensive Care, Prince of Wales Hospital (4)Department of Intensive Care, New Territories East Cluster
Keyword 1: :
Virtual Reality (VR)
Keyword 2: :
Early Mobilization
Keyword 3: :
ICU Rehabilitation
Keyword 4: :
Patient Centric
Keyword 5: :
Immersive Experience
Introduction :
Prolonged immobility in ICU patients often results in muscle deterioration, functional decline, and various complications. Early mobilization is crucial for recovery but is frequently challenged by patient instability and the demands of traditional rehabilitation. This program aimed to assess the feasibility of a patient-centric Virtual Reality (VR)-based rehabilitation strategy for facilitating early mobilization in ICU patients.
Objectives :
(1) Evaluate the feasibility and effectiveness of a VR rehabilitation program; (2) Enhance muscle strength and improve functional outcomes; (3) Increase patient motivation and reduce anxiety while minimizing the monotony of traditional exercises.
Methodology :
A pre-test vs. post-test design was adopted. Participants included ICU patients aged 18 and older with a Richmond Agitation-Sedation Scale (RASS) score of -1 to 0, capable of following commands. Two VR training modules were used: (1) Active upper limb training via interactive VR games, and (2) Passive upper limb training with immersive nature scenes during MotoMed cycling. Assessments of hand-grip strength and the Medical Research Council Scale (MRC) for muscle strength were conducted after five days, alongside patient and staff surveys.
Result & Outcome :
Twenty participants were recruited, achieving a compliance rate of 100%. Results showed that 95% reported improved muscle strength, and 90% noted increased motivation and reduced anxiety. Over half experienced a grip strength increase exceeding 4.6 lb, and 70% demonstrated a ≥1-point improvement in MRC scores. No major complications occurred, though 25% reported discomfort from prolonged VR headset use. The patient-centric VR rehabilitation program effectively facilitated early mobilization, improved muscle strength, and enhanced patient engagement while reducing monotony. This approach aligns with contemporary healthcare objectives for integrated, technology-enhanced patient care. Future studies should explore larger, multi-center trials to validate the long-term benefits and cost-effectiveness of VR rehabilitation. Incorporating patient feedback and refining modules based on needs will further enhance engagement and effectiveness.