Evidence map›Paper›PMID 35139092›Full record

ArticlePloS one2022

A tranquil virtual reality experience to reduce subjective stress among COVID-19 frontline healthcare workers.

Elizabeth Beverly, Laurie Hommema, Kara Coates, Gary Duncan, Brad Gable, Thomas Gutman, Matthew Love, Carrie Love, Michelle Pershing, Nancy Stevens

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in PloS one, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06192368 (Acceptability, Feasibility, and Preliminary Effects of a Virtual Reality), which is not on this map. Cited by 33 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
33citing papers in PubMed, 3 pooled it
7.4field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT06192368 nacompletednot on this mapstarted 2024, after this paper: background citation

Acceptability, Feasibility, and Preliminary Effects of a Virtual Reality (VR) Program to Reduce Stress in Neonatal Intensive Care Unit Nurses

TypeinterventionalSponsorSt. Justine's HospitalRan2024 to 2025Enrolled18ConditionsVirtual Reality, Stress, Stress, Work PlaceArmsINSPIRE, Tablet
3 · Its place in the literature

Who cites it

33 citing papers in PubMed, 3 syntheses or guidelines pooled it, 73 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

10 authors at 3 institutions in 1 country.

Elizabeth BeverlyOhio University Heritage College of Osteopathic Medicine, Athens, Ohio, United States of America.ORCID 0000-0002-6486-8234
Laurie HommemaOhio University Heritage College of Osteopathic Medicine, Athens, Ohio, United States of America.ORCID 0000-0002-6159-9243
Kara CoatesOhioHealth Healthcare Organization, Columbus, Ohio, United States of America.
Gary DuncanOhioHealth Riverside Methodist Hospital, Columbus, Ohio, United States of America.
Brad GableOhio University Heritage College of Osteopathic Medicine, Athens, Ohio, United States of America.ORCID 0000-0001-8015-7785
Thomas GutmanOhioHealth Healthcare Organization, Columbus, Ohio, United States of America.
Matthew LoveOhio University J. Warren McClure School of Emerging Communication Technologies, Athens, Ohio, United States of America.
Carrie LoveOhio University Game Research and Immersive Design (GRID) Lab, Athens, Ohio, United States of America.ORCID 0000-0002-9483-7375
Michelle PershingOhioHealth Research Institute, Columbus, Ohio, United States of America.
Nancy StevensOhio University Heritage College of Osteopathic Medicine, Athens, Ohio, United States of America.ORCID 0000-0002-2402-6526
OhioHealth · USOhio University · USHocking College · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

objectiveThe novel coronavirus-19 (COVID-19) has taken an immense physical, social, and emotional toll on frontline healthcare workers. Research has documented higher levels of anxiety, depression, and burnout among healthcare workers during the pandemic. Thus, creative interventions are needed now more than ever to provide brief, accessible support to frontline workers. Virtual reality is a rapidly growing technology with potential psychological applications. In this study, we piloted a three-minute Tranquil Cinematic-VR simulation of a nature scene to lower subjective stress among frontline healthcare workers in COVID-19 treatment units. We chose to film a nature scene because of the extensive empirical literature documenting the benefits of nature exposure and health.

methodsA convenience sample of frontline healthcare workers, including direct care providers, indirect care providers, and support or administrative services, were recruited from three COVID-19 units located in the United States. Inclusion criteria for participation included adults aged 18 years and older who could read and speak in English and were currently employed by the healthcare system. Participants viewed a 360-degree video capture of a lush, green nature preserve in an Oculus Go or Pico G2 4K head-mounted display. Prior to viewing the simulation, participants completed a brief demographic questionnaire and the visual analogue scale to rate their subjective stress on a 10-point scale, with 1 = 'Not at all stressed' to 10 = 'Extremely stressed.' We conducted paired t-tests to examine pre- and post-simulation changes in subjective stress as well as Kruskal-Wallis tests and Mann-Whitney U tests to examine differences by demographic variables. All analyses were conducted in SPSS statistical software version 28.0. We defined statistical significance as a p-value less than .05.

resultsA total of 102 individuals consented to participate in the study. Eighty-four (82.4%) participants reported providing direct patient care, 73 (71.6%) identified as women, 49 (48.0%) were between the ages of 25-34 years old, and 35 (34.3%) had prior experience with VR. The pre-simulation mean stress score was 5.5±2.2, with a range of 1 to 10. Thirty-three (32.4%) participants met the 6.8 cutoff for high stress pre-simulation. Pre-simulation stress scores did not differ by any demographic variables. Post-simulation, we observed a significant reduction in subjective stress scores from pre- to post-simulation (mean change = -2.2±1.7, t = 12.749, p < .001), with a Cohen's d of 1.08, indicating a very large effect. Further, only four (3.9%) participants met the cutoff for high stress after the simulation. Post-simulations scores did not differ by provider type, age range, gender, or prior experience with virtual reality.

conclusionsFindings from this pilot study suggest that the application of this Tranquil Cinematic-VR simulation was effective in reducing subjective stress among frontline healthcare workers in the short-term. More research is needed to compare the Tranquil Cinematic-VR simulation to a control condition and assess subjective and objective measures of stress over time.

Indexed as

COVID-19Virtual RealityAdultAnxietyBurnout, ProfessionalComplementary TherapiesFemaleHealth PersonnelHumansMaleMiddle AgedPilot ProjectsYoung Adult

Identifiers

PMID35139092
PMCPMC8827469
OpenAlexW4210859775

What Socratic holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.