Feasibility and safety of interactive virtual reality upper limb rehabilitation in patients with prolonged critical illness

Aust Crit Care. 2024 Nov;37(6):949-956. doi: 10.1016/j.aucc.2024.06.004. Epub 2024 Jul 25.

Abstract

Objectives: This study investigated the feasibility and safety of interactive virtual reality rehabilitation (VRR) for patients with a critical illness and a long stay in the intensive care unit (ICU), as a motivational tool for rehabilitation.

Design: Single-centre, non-randomised proof-of-concept clinical trial.

Participants: Adult, calm, and alert critically ill patients with a prolonged stay (≥8 days) in the ICU.

Methods: Patients received interactive VRR therapy for upper limb rehabilitation with a VR-app designed specifically for use in bedridden patients in the supine position. Feasibility was assessed by time registrations, questionnaires for patients and physiotherapists, as well as recording of all perceived barriers. Safety was assessed by recording (changes in) vital clinical parameters, as well as minor and major adverse events.

Results: Twenty patients participated in 79 VRR sessions. Median durations of different session components were 2 minutes (interquartile range [IQR] = 2min, 3min) for set-up and explanation to the patient, 10 minutes (IQR = 10min, 15min) for training time, and 2 minutes (IQR = 2min, 2min) for ending the session and cleaning. The median fun score given by the patients after each session was 9 (IQR = 8, 10) out of 10. Physiotherapists reported no barriers other than a few time-consuming technical problems. Reported problems by patients were all minor and mostly technical. No major and no minor adverse events occurred.

Conclusions: Interactive upper limb VRR is a feasible, safe, and appreciated tool to use in rehabilitation of critically ill patients during their prolonged ICU stay. Subsequent future studies should focus on the effects of VRR on neuromuscular and cognitive function and the socioeconomic impact of exergaming for rehabilitation purposes of ICU patients.

Keywords: Critical illness; Exergames; Motivation; Prolonged intensive care unit stay; Upper limb rehabilitation; Virtual reality.

Publication types

  • Clinical Trial

MeSH terms

  • Adult
  • Aged
  • Critical Illness* / rehabilitation
  • Feasibility Studies*
  • Female
  • Humans
  • Intensive Care Units*
  • Length of Stay
  • Male
  • Middle Aged
  • Upper Extremity* / physiopathology
  • Virtual Reality*