Incorporating Patient Feedback for Developing a Social Virtual Reality Platform for Older Adult Trauma Patients in Hospitals: Initial Phase of a Usability, Acceptability, and Feasibility Pilot Study - Report - MDSpire
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Incorporating Patient Feedback for Developing a Social Virtual Reality Platform for Older Adult Trauma Patients in Hospitals: Initial Phase of a Usability, Acceptability, and Feasibility Pilot Study
Incorporating Patient Feedback to Develop Social VR for Older Adult Trauma Patients
Overview
This study presents the initial phase of developing a social virtual reality (SVR) platform tailored for older adult trauma patients in hospitals. Using a user-centered, iterative design process, patient feedback was gathered to refine virtual environments aimed at enhancing social connection and addressing pain and isolation during hospitalization.
Background
Older adults (65+) constitute over 25% of trauma admissions in the U.S., with this proportion expected to rise significantly by 2050. These patients often experience moderate-to-severe pain commonly managed with opioids, which carry substantial risks. Social isolation further exacerbates health outcomes, including psychological distress and impaired recovery. Social virtual reality (SVR) offers a promising nonpharmacological approach by enabling meaningful social interactions that may reduce pain and loneliness.
Data Highlights
The study utilized Meta Quest 2 standalone VR headsets to test various virtual environments including vTime XR, Google Earth, YouTube, and Spatial. These environments were selected based on criteria such as networked connectivity, seated usability, and privacy options to facilitate social interaction without exposure to strangers. Phase 1 focused on collecting qualitative patient feedback to guide environment development rather than formal feasibility or usability metrics.
Key Findings
Older adult trauma patients provided valuable feedback on VR environments to tailor social virtual reality experiences to their needs.
Selected VR platforms supported seated use and private social interactions, critical for hospital settings.
Social presence in VR can enhance feelings of connection and potentially reduce pain perception and social isolation.
Patients experienced the virtual environments alone in Phase 1 but considered feasibility of social use with friends or family.
Previous research supports VR’s benefits in reducing loneliness, depression, and improving well-being among older adults.
Clinical Implications
Incorporating patient feedback is essential to develop SVR platforms that are acceptable and usable for older adult trauma patients. SVR may serve as a nonpharmacological adjunct to pain management and mitigate social isolation during hospitalization. Clinicians should consider integrating immersive social technologies to support holistic care addressing physical and psychosocial needs.
Conclusion
This initial phase demonstrates the feasibility of using patient-centered design to develop SVR environments tailored for older adult trauma patients. Future phases will assess usability, acceptability, and clinical impact of social VR interventions in hospital settings.
References
Campbell et al. 2020 -- Social VR vs Videoconferencing
Kenyon et al. 2021 -- SVR Reduces Loneliness During Pandemic
by S Isabelle McLeod Daphnis, Reece Simpson, Max Accurso, Ella Blicker, Mariel Emrich, Olivia Baryluk, Chun Yun (Amy) Hsu, Robert J Winchell, Sara Czaja, M Carrington Reid, JoAnn Difede, Andrea Stevenson Won