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Virtual Reality and Savoring to Promote Well-being of Patients With Chronic Respiratory Diseases: a Randomized Controlled Trial

Virtual Reality and Savoring to Promote Well-being of Patients With Chronic Respiratory Diseases: a Randomized Controlled Trial

Status
Completed
Phases
Unknown
Study type
Interventional
Source
ANZCTR
Registry ID
ACTRN12624000435583
Acronym
oVeRcomING CRDs
Enrollment
52
Registered
2024-04-09
Start date
2023-01-23
Completion date
2023-07-31
Last updated
2024-04-15

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

None listed

Brief summary

This randomized controlled trial aimed to investigate the effectiveness of a Virtual Reality (VR)-based relaxation intervention with savoring, which is the ability to generate and amplify positive emotions, in increasing emotional and psychological well-being, positive emotions, relaxation, and decreasing negative emotions in chronic respiratory diseases (CRDs) patients. The maintenance of the changes in the one-month follow-up was also investigated . This RCT used a between-subjects design and involved 52 hospitalized CRDs patients. The experimental group took part in the four-session VR enhanced with savoring intervention for two weeks, while the active control group listened to relaxing music. Questionnaires were administered at baseline (T0), post-intervention (T1), and one-month follow-up (T2). Pre and post-session assessments of relaxation and oxygen saturation (SpO2) were conducted for both groups and the emotions felt during the sessions were qualitatively investigated. The experimental group's VR acceptance and sense of presence were also measured.

Interventions

Together with the 3-week traditional pulmonary rehabilitation in the hospital, the experimental group took part in the VR-based enhanced with savoring intervention. It lasted two weeks and included four 25-minute sessions, with two sessions per week. In each session, the experimental group experienced a 10-minute relaxing virtual scenario using the Oculus Quest 2 headset integrated with a narrative voice. The content of the narrative voiceover was not created specifically for this intervention.

Together with the 3-week traditional pulmonary rehabilitation in the hospital, the experimental group took part in the VR-based enhanced with savoring intervention. It lasted two weeks and included four 25-minute sessions, with two sessions per week. In each session, the experimental group experienced a 10-minute relaxing virtual scenario using the Oculus Quest 2 headset integrated with a narrative voice. The content of the narrative voiceover was not created specifically for this intervention. Moreover, participants completed a savoring exercise proposed through pre-recorded 5-minute audio after each virtual scenario to consolidate and amplify the positive emotions generated by the VR experience. Sessions usually took place on Mondays and Thursdays, starting in the second week of traditional pulmonary rehabilitation. They were administered by the researchers and occurred one-on-one. Direct observation was used to assess adherence to the intervention. The baseline assessment was done in a separate session earlier to avoid overloading the patients and occurred in the same week as starting the traditional pulmonary rehabilitation. In each session, participants were asked to sit down in a chair and experience the VR scenario and the following savoring exercise. In the first session, patients explored "the secret garden," guided by a relaxing narrative through a peaceful Japanese garden, including crossing a peaceful pond and passing cherry blossom trees. Following this, participants engaged in a savoring exercise, recalling positive emotions from the VR experience and savoring a positive memory where they felt similar emotions. The second session involved watching "the waterfall in the prairie," where patients enjoyed the sights and sounds of nature, including colorful flowers, quiet lakes, and distant village voices. After this, they were invited to recall the positive emotions felt in the VR experience and to savor a positive past event shared with a loved one. In the third session, participants were guided by the narrative voice along "the beach at sunset," observing the beauty of the sand, sea, and sunset hues, accompanied by the soothing sounds of waves and gentle wind. They were then prompted to recall positive emotions felt during the VR experience and imagine and savor a personal place connected to these emotions. Lastly, in the fourth session, patients chose and experienced their favorite scenario from previous sessions. Following that, they were guided through the exercises completed in the previous sessions to consolidate them.

Sponsors

IRCCS INRCA (Italian National Research Centre on Aging) Casatenovo
Lead SponsorHospital

Study design

Allocation
Randomised controlled trial
Primary purpose
Treatment

Eligibility

Sex/Gender
All
Age
18 Years to No maximum
Healthy volunteers
No

Inclusion criteria

- Age 18 years and over - A diagnosis of chronic respiratory disease according to European Respiratory Society (ERS)/American Thoracic Society (ATS) criteria - Written informed consent

Exclusion criteria

- Diagnosis of dementia or cognitive impairment reported within the medical records - Mini Mental State Examination score of < 26 - Pre-existing medical conditions that preclude the use of the Oculus Quest 2 headset, such as (1) the presence of binocular vision abnormalities, (2) a positive history of seizures and epileptic conditions, (3) the presence of cardiac pacemakers, defibrillators, or implanted devices, and (4) the presence of hearing aids

Outcome results

None listed

Source: ANZCTR · Data processed: Feb 4, 2026