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P-178 Virtual reality, real impact: making the business case for VR in hospice setting

bmjspcare · 2025-11-21 · canonical JSON source

1 visible annotations · policy: published · automated confidence ≥ 75.00%

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Background There is increasing evidence for the use of Virtual Reality (VR) within palliative care for non-pharmacological symptom management and wellbeing. A pilot by the palliative care team at Addenbrookes Hospital showed significant improvement in both anxiety and pain scoring following VR intervention (Burridge, Sillence, Teape, et al. BMJ Support Palliat Care. 2025;15(3):387-390).Aim To ascertain whether VR experiences provide a reduction in symptom burden through non-pharmacological means for patients being treated by Phyllis Tuckwell.Methods Free 12-week demonstration to pilot VR. Three members of the Therapy team were trained by the VR technology company staff in the use of the equipment. Potential patients were identified at the inpatient unit multidisciplinary team meeting and handovers, risk assessments and consent completed by the project lead. Patients attending Living Well sessions were identified as suitable candidates for the pilot. Patients were given a choice of experiences from a range of pre-programmed VR programmes. Each session lasted between four and eight minutes. Patients answered questions relating to symptom burden using a four-point system of ‘smiley faces’ with descriptive wording both pre and post session.Results 21 sessions were completed during the trial. Eight patients in the Living Well service took part; six in the inpatient unit. Average score reduction:Depressed/low in mood – 41%.Pain – 22%.Shortness of breath – 52%.Feel at peace – 33%.Anxiety – 40%.100% of participants reported they would be happy to have another session. Although one later reported to other staff that they would not complete again.Conclusions Patients found the VR beneficial and symptoms burden reduced immediately post sessions. Staff found the system simple to use. The pilot provided evidence to secure funding to lease VR kit for two years.