Perceived value of virtual reality simulations to gain insights into delirium. A pilot study
| dc.contributor.author | Fontanesi, Laura | |
| dc.contributor.author | Cöltekin, Arzu | |
| dc.contributor.author | Kunz, Thomas | |
| dc.contributor.author | Arrigoni, Sandro | |
| dc.contributor.author | Bourke, Steven | |
| dc.contributor.author | MacLullich, Alasdair | |
| dc.contributor.author | Vinay, Rasita | |
| dc.contributor.author | Kowatsch, Tobias | |
| dc.contributor.author | Zobrist, Nico Julian | |
| dc.contributor.author | Lampe, Clara Julia | |
| dc.contributor.author | Schöpf, Martina | |
| dc.contributor.author | Howick, Jeremy | |
| dc.contributor.author | Schlögl, Mathias | |
| dc.date.accessioned | 2026-05-08T12:42:20Z | |
| dc.date.issued | 2026 | |
| dc.description.abstract | Background Delirium affects one-in-four hospitalized individuals aged 65-years or older, and is associated with serious complications, including post-traumatic stress disorder, prolonged hospitalization, and increased mortality. Healthcare professionals often lack insight into the distress that patients experience; this is known to undermine empathic care and timely detection. Virtual reality (VR) is emerging as a promising tool to enhance empathy and understanding of the patient experience due to its inherent immersive, embodied, and experience-based characteristics. Objective To pilot and obtain preliminary subjective evidence on the usability, empathic impact, and educa-tional value of a VR simulation grounded in qualitative evidence of patients’ delirium experiences. Methods 23 university students completed a 7-minute VR delirium simulation and an immediate 42-item survey. This included usability items adapted from the System Usability Scale, items conceptual-ly informed by different validated questionnaires, and study-specific items. Full instruments were not administered to minimize respondent burden and target context-specific elements. Spearman correlations explored response patterns. Open-ended items were summarized descriptively. Results Twelve of 22 Likert items differed from neutrality (3) after correction. Participants found the simu-lation intuitive (M=4.30, SD=0.70, d=1.86) and its immersive nature engaging (M=4.22, SD=0.74, d=1.65), reporting increased empathy (M=4.39, SD=0.58, d= 2.39), improved understanding of delirium-related emotional distress (M=4.13, SD=0.81, d=1.48) and cognitive distortions (M=4.22, SD=0.60, d=1.81). They endorsed the integration of VR into health education and ex-pressed interest in potential additional features. Qualitative responses highlighted VR’s value for empathy training and to improve doctor-patient communication, while calling for even greater realism and personalization. Conclusion This pilot study suggests that VR simulations are perceived as effective, engaging tools for en-hancing empathy and insight in delirium-related education and care training. | |
| dc.identifier.doi | 10.56392/001c.158141 | |
| dc.identifier.issn | 2958-9134 | |
| dc.identifier.uri | https://irf.fhnw.ch/handle/11654/56707 | |
| dc.identifier.uri | https://doi.org/10.26041/fhnw-16227 | |
| dc.language.iso | en | |
| dc.publisher | European Delirium Association | |
| dc.relation.ispartof | Delirium | |
| dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
| dc.subject.ddc | 610 - Medizin und Gesundheit | |
| dc.title | Perceived value of virtual reality simulations to gain insights into delirium. A pilot study | |
| dc.type | 01A - Beitrag in wissenschaftlicher Zeitschrift | |
| dspace.entity.type | Publication | |
| fhnw.InventedHere | Yes | |
| fhnw.ReviewType | peer-reviewed | |
| fhnw.openAccessCategory | Gold | |
| fhnw.publicationState | Published | |
| fhnw.targetcollection | 7bd9def6-c3d0-4b0d-b3ed-5ee99f1e1df8 | |
| relation.isAuthorOfPublication | 01ecfa9e-7c0e-497e-9237-71425ddff983 | |
| relation.isAuthorOfPublication | 4aca25a6-2eac-45d3-8cfa-0bbb4912383d | |
| relation.isAuthorOfPublication.latestForDiscovery | 01ecfa9e-7c0e-497e-9237-71425ddff983 |
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