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Feasibility, effectiveness and patient experience of virtual reality technology in intensive care units patients: A mixed-methods systematic review.

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Feasibility, effectiveness and patient experience of virtual reality technology in intensive care units patients: A mixed-methods systematic review.

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  • Cite Count Icon 5
  • 10.3390/nursrep15080268
Management of Preoperative Anxiety via Virtual Reality Technology: A Systematic Review
  • Jul 25, 2025
  • Nursing Reports
  • Elina Christiana Alimonaki + 6 more

Background: Perioperative care is an integral part of the procedure of a surgical operation, with strictly defined rules. The need to upgrade and improve some individual long-term processes aims at optimal patient care and the provision of high-level health services. Therefore, preoperative care is drawn up with new data resulting from the evolution of technology to upgrade the procedures that need improvement. According to the international literature, a factor considered to be of major importance is high preoperative anxiety and its effects on the patient’s postoperative course. High preoperative anxiety is postoperatively responsible for prolonged hospital stays, increased postoperative pain, decreased effect of anesthetic agents, increased amounts of analgesics, delayed healing of surgical wounds, and increased risk of infections. The use of Virtual Reality technology appears as a new method of managing preoperative anxiety. Objective: This study investigates the effect and effectiveness of Virtual Reality (VR) technology in managing preoperative anxiety in adult patients. Methods: A literature review was performed on 193 articles, published between 2017 and 2024, sourced from the scientific databases PubMed and Cochrane, as well as the trial registry ClinicalTrials, with a screening and exclusion process to meet the criterion of investigating VR technology’s effectiveness in managing preoperative anxiety in adult patients. This systematic review was conducted under the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA 2020) guidelines. Results: Out of the 193 articles, 29 were selected. All articles examined the efficacy of VR in adult patients (≥18) undergoing various types of surgery. The studies represent a total of 2.354 participants from 15 countries. There are two types of VR applications: distraction therapy and patient education. From the studies, 14 (48%) used the distraction VR intervention, 14 (48%) used the training VR intervention, and 1 (4%) used both VR interventions, using a range of validated anxiety scales such as the STAI, VAS-A, APAIS, and HADS. Among the 29 studies reviewed, 25 (86%) demonstrated statistically significant reductions in preoperative anxiety levels following the implementation of VR interventions. VR technology appears to manage preoperative anxiety effectively. It is a non-invasive and non-pharmacological intervention with minimal side effects. Conclusions: Based on the review, the management of preoperative anxiety with VR technology shows good levels of effectiveness. Further investigation of the efficacy by more studies and randomized controlled trials, with a larger patient population, is recommended to establish and universally apply VR technology in the preoperative care process as an effective method of managing preoperative anxiety.

  • Research Article
  • Cite Count Icon 20
  • 10.1176/appi.neuropsych.20220187
The Medical Metaverse, Part 1: Introduction, Definitions, and New Horizons for Neuropsychiatry.
  • Jan 1, 2023
  • The Journal of Neuropsychiatry and Clinical Neurosciences
  • Wilfredo López-Ojeda + 1 more

The Medical Metaverse, Part 1: Introduction, Definitions, and New Horizons for Neuropsychiatry.

  • Research Article
  • Cite Count Icon 55
  • 10.1111/jocn.16397
Effect of virtual reality technology as intervention for people with kinesiophobia: A meta-analysis of randomised controlled trials.
  • Jun 12, 2022
  • Journal of clinical nursing
  • Shanshan Wang + 3 more

To explore the effectiveness of Virtual Reality Technology in reducing kinesiophobia in people. Kinesiophobia is an important psychosocial factor affecting the pain experience and has a significant negative impact on rehabilitation. Virtual reality technology has been widely used in the treatment of phobias, mental disorders and anxiety disorders. However, the effect of virtual reality technology on people with kinesiophobia has been reported with inconsistent results. A meta-analysis of randomised controlled trials. This study systematically searched PubMed, Web of Science, PsycINFO, CINAHL, Embase, Cochrane Library, Medline, Scopus and four Chinese databases. The standardised mean difference (SMD) was calculated using random-effects models, and the Cochrane Collaboration's tool was used to assess the risk of bias in each study. The PRISMA 2020 checklist provided by the EQUATOR network was used. Eleven randomised controlled trials involving a total of 488 subjects were included. Meta-analysis showed the effect sizes of virtual reality intervention on kinesiophobia (SMD=-0.53, 95% CI [-0.90, -0.17], p= .004). Virtual reality intervention was more effective in reducing kinesiophobia in people with chronic low back pain (SMD=-1.00, 95% CI [-1.71, -0.29], p= .006). Compared with fully immersive virtual reality (SMD=-0.29, 95% CI [-0.62, 0.05], p= 0.09), non-immersive virtual reality was more effective in reducing kinesiophobia (SMD=-0.66, 95% CI [-1.24, -0.09], p= 0.02). Compared with virtual reality intervention alone (SMD=-0.35, 95% CI [-1.40, 0.71], p= 0.52), virtual reality combined with exercise was more effective in reducing kinesiophobia (SMD=-0.59, 95% CI [-0.95, -0.22], p= 0.002). Virtual reality technology has the potential to reduce the degree of kinesiophobia in people. In addition, virtual reality technology was more effective in people with chronic low back pain; non-immersive virtual reality was more effective in reducing kinesiophobia; and virtual reality technology combined with exercise was more effective in reducing kinesiophobia than virtual reality intervention alone. Clinical nursing staff should be encouraged to use virtual reality to speed up patient recovery. However, to achieve immersion and apply this technology to different diseases, more studies are required to provide clearer suggestions. This study suggests that healthcare staff should pay attention to kinesiophobia, and early identification and intervention of kinesiophobia can help patients recover their health and improve the quality of nursing.

  • Research Article
  • Cite Count Icon 42
  • 10.1176/appi.neuropsych.21030067
Extended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care.
  • Jul 1, 2021
  • The Journal of neuropsychiatry and clinical neurosciences
  • Wilfredo López-Ojeda + 1 more

Extended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care.

  • Research Article
  • 10.26907/2658-3321.2024.7.4.423-435
ОСОБЕННОСТИ ПРИМЕНЕНИЯ VR-ТЕХНОЛОГИИ В ОБУЧЕНИИ ИНОСТРАННОМУ ЯЗЫКУ
  • Jan 1, 2024
  • KAZAN LINGUISTIC JOURNAL
  • V.I Vasileva

The aim of this article is to study the specifics of using virtual reality technology in the process of teaching foreign languages. The scientific and methodological literature on this issue is analyzed, and as a result of the analysis, the advantages, disadvantages, and difficulties of implementing this technology are identified. Despite the prospects of using VR technology in education, practical application is necessary to assess its effectiveness. Based on the obtained information, an attempt is made to provide recommendations for overcoming the difficulties of implementing and using VR in language education. These recommendations include supporting innovations in education, increasing teachers' competence in the field of virtual reality, expanding the diversity of VR content, standardizing the use of this technology in education, and controlling its impact on students' health.The research also concludes that the concept of "virtual reality in language education" requires clarification, and an attempt is made to define it. Key principles (didactic expediency, professional orientation, interactivity, connection of theory with practice) and approaches applicable in the process of using VR in teaching foreign languages are identified and substantiated.   References Krasnova T.I. The Potential of Immersive Virtual Reality in Foreign Language Learning. 2023;1(98):89–91. (In Russ.) Hukalenko Y.S. Foreign Language Learning (Using English as an Example) with Virtual Reality Technology: A Review of Main Developments. News of the Eastern Institute. 2021; 2(50):118–128. (In Russ.) Bonner E., Reinders H. Augmented and Virtual Reality in the Language Classroom: Practical Ideas. Teaching English with Technology. 2018;3:33–53. Kotenko V.V. Problems and Opportunities of Using Augmented and Virtual Reality Technologies in Foreign Language Teaching. Lesgaft University Scientific Notes. 2020;3(181): 252–258. (In Russ.) Konnova Z.I., Semenova G.V. Augmented and Virtual Realities Technologies: Innovations in Foreign Language Teaching at University. Scientific Result. Pedagogy and Psychology of Education. 2021;3:53–65. (In Russ.) Borscheva V.V. Virtual Reality in Language Education: The Potential of Technology. Pedagogy and Psychology of Education. 2018;1:64–70. (In Russ.) Rolgaiser A.A. Application of Virtual and Augmented Reality Technologies in Foreign Language Teaching at University. Society: Sociology, Psychology, Pedagogy. 2022;5(97): 170–173. (In Russ.) Arvanitis P. VR vs AR are Suitable for the Development of Linguistic Skills in Second Language Teaching. INTED2019 Proceedings. 2019:2222–2228. Starodubtseva E.A. The Use of Virtual Reality Technology in Foreign Language Learning at University. Humanities Sciences. Bulletin of the Financial University. 2022;1:110–113. (In Russ.) Taran V.N. The Use of Augmented Reality in Teaching. Problems of Modern Pedagogical Education. 2018;2:333–337. (In Russ.) Dobrova V.V., Labzina P.G. Virtual Reality in Foreign Language Teaching. Bulletin of the Samara State Technical University. Series Psychological and Pedagogical Sciences. 2016; 4(32):55–60. (In Russ.) Troepolskaya A.P. Virtual Reality in Foreign Language Learning. 2022; 4(68):76–81. (In Russ.) Labzina P.G., Gureev M.V., Zhabin M.E., Novalov E.I. Principles of Teaching Professionally Oriented Foreign Language in Virtual Reality. Bulletin of the Samara State Technical University. Series Psychological and Pedagogical Sciences. 2017;4(36):79–89. (In Russ.) Rostovtseva P.P. Virtual Reality in the Foreign Language Learning Process. MNKO. 2023;2(99):233–235. (In Russ.) Krasnova T.I. Innovative Language Learning: Research on Immersive Virtual Environments. Society: Sociology, Psychology, Pedagogy. 2023;3(107):119–123. (In Russ.) Ivanova A.V. Virtual and Augmented Reality Technologies: Opportunities and Barriers to Application. Strategic Decisions and Risk Management. 2018;3(106):88–107. (In Russ.) Shakirova A.A. Digital Tools in Foreign Language Teaching at the University. Kazan Linguistic Journal. 2022;5(2):257–269. (In ) Krylova A.S. The Use of Augmented Reality for Educational Purposes. European Science. 2016;6(16):87–88. (In Russ.)  

  • Research Article
  • Cite Count Icon 3
  • 10.1016/j.iccn.2025.104318
Effectiveness of virtual reality interventions for delirium prevention in intensive care units: A systematic review and meta-analysis.
  • Apr 1, 2026
  • Intensive & critical care nursing
  • Surui Liang + 4 more

Effectiveness of virtual reality interventions for delirium prevention in intensive care units: A systematic review and meta-analysis.

  • Abstract
  • 10.1093/geroni/igaa057.639
Virtual Reality Based Interventions Among People With Dementia: Applications and Health-Related Outcomes
  • Dec 16, 2020
  • Innovation in Aging
  • Yu-Ping Chang + 2 more

The use of virtual reality (VR) technology to improve health among older adults has been receiving increased attention. VR technology has many applications and can produce benefits for people with various medical conditions such as symptom reduction or improving the diagnostic process. Despite the increase in the number of research studies of VR technology, little is known about how it has been used to improve health-related outcomes among people with dementia. This systematic review aimed to synthesize research evidence regarding the scope and impact of VR based interventions among people with dementia. Five databases, CINAHL, Embase, PsychINFO, PudMed, and Web of Science were searched to identify studies leveraging VR to facilitate interventions designed for people with dementia. Multiple keywords were used in combination including: dementia, Alzheimer’s, VR, virtual reality, and Virtual Reality Exposure Therapy. Articles were screened if they were published between 2000 through 2020. Fifteen studies met the criteria, with ten utilizing a randomized controlled trial. The VR based interventions in those studies included virtual physical exercises, virtual forests or natural landscapes, and virtual basic living activities. The results of these studies show that VR as a display medium can greatly improve decision-making, hearing, vision, motor ability, and memory in people with dementia residing either in the community or in long term care settings. Our review demonstrated that VR showed positive benefits through various applications for people with dementia. Future research is needed to make VR interventions more customized toward effectively meeting the needs of people with dementia.

  • Research Article
  • Cite Count Icon 29
  • 10.2196/60845
Effectiveness of Virtual Reality Technology Interventions in Improving the Social Skills of Children and Adolescents With Autism: Systematic Review.
  • Feb 5, 2025
  • Journal of medical Internet research
  • Xipeng Yang + 8 more

Virtual reality (VR) technology has shown significant potential in improving the social skills of children and adolescents with autism spectrum disorder (ASD). This study aimed to systematically review the evidence supporting the effectiveness of VR technology in improving the social skills of children and adolescents with ASD. The search for eligible studies encompassed 4 databases: PubMed, Web of Science, IEEE, and Scopus. Two (XY and JW) researchers independently assessed the extracted studies according to predefined criteria for inclusion and exclusion. These researchers also independently extracted information regarding gathered data on the sources, samples, measurement methods, primary results, and data related to the main results of the studies that met the inclusion criteria. The quality of the studies was further evaluated using the Physiotherapy Evidence Database scale. This review analyzed 14 studies on using VR technology interventions to improve social skills in children and adolescents with ASD. Our findings indicate that VR interventions have a positive effect on improving social skills in children and adolescents with ASD. Compared with individuals with low-functioning autism (LFA), those with high-functioning autism (HFA) benefited more from the intervention. The duration and frequency of the intervention may also influence its effectiveness. In addition, immersive VR is more suitable for training complex skills in individuals with HFA. At the same time, nonimmersive VR stands out in terms of lower cost and flexibility, making it more appropriate for basic skill interventions for people with LFA. Finally, while VR technology positively enhances social skills, some studies have reported potential adverse side effects. According to the quality assessment using the Physiotherapy Evidence Database scale, of the 14 studies, 6 (43%) were classified as high quality, 4 (29%) as moderate quality, and 4 (29%) as low quality. This systematic review found that VR technology interventions positively impact social skills in children and adolescents with ASD, with particularly significant effects on the enhancement of complex social skills in individuals with HFA. For children and adolescents with LFA, progress was mainly observed in basic skills. Immersive VR interventions are more suitable for the development of complex skills. At the same time, nonimmersive VR, due to its lower cost and greater flexibility, also holds potential for application in specific contexts. However, the use of VR technology may lead to side effects such as dizziness, eye fatigue, and sensory overload, particularly in immersive settings. These potential issues should be carefully addressed in intervention designs to ensure user comfort and safety. Future research should focus on optimizing individualized interventions and further exploring the long-term effects of VR interventions. International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202420079U1; https://inplasy.com/inplasy-2024-2-0079/.

  • Research Article
  • 10.25683/volbi.2022.58.129
THE USE OF VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR) TECHNOLOGIES IN THE FINANCIAL SECTOR
  • Feb 20, 2022
  • Бизнес. Образование. Право
  • Н.П Козлова + 1 more

Рассматриваются особенности применения технологий VR (виртуальной реальности) и AR (дополненной реальности) организациями финансовой сферы. Определяется специфика технологий виртуальной и дополненной реальности. Последовательно представлена история их продвижения на рынки, отмечены наиболее яркие факты, результаты совершенствования в контексте технологического прогресса (Sensorama, head-mounted display, «Кинокарта Аспена», устройство Eye Tap, коммерческая система RB2, VR-консоль компании SEGA Games Co., очки Oculus Rift и др.). Отмечаются области и возможности их применения. Изучена степень проникновения технологий виртуальной и дополненной реальности в деятельность финансовых организаций. Указаны основные направления их применения: приведены конкретные примеры интеграции VR- и AR-технологий в работу финансовых организаций. Систематизированы такие цели применения AR- и VR-технологий в финансовой сфере, как упрощение получения и обработки информации клиентами посредством приема визуализации, сохранение безопасности, маркетинговые коммуникативные цели и др. В результате проведенного исследования обозначены тенденции использования технологий на финансовом рынке, выявлены возможности их развития и перспективы применения, факторы, сдерживающие их развитие, определены и систематизированы преимущества и недостатки как самих технологий, так и функционирования этих технологий в финансовой среде. В заключение сделан вывод о том, что применение VR- и AR-технологий позволит финансовым организациям укрепить свои конкурентные позиции на рынке, а клиентам финансовых организаций — создать собственную безопасную онлайн-среду, в которой они смогут управлять своими деньгами и инвестициями и совершать транзакции. The features of the use of VR (virtual reality) and AR (augmented reality) technologies by financial organizations are considered. The specifics of virtual and augmented reality technologies are determined. The history of their promotion to markets is presented in a coherent manner, highlighting key facts, the results of improvements in the context of technological advances (Sensorama, head-mounted display, Aspen’s Cinema Map, Eye Tap device, RB2 commercial system, VR-console of SEGA Games Co., glasses Oculus Rift and more). Areas and possibilities of their application are noted. The areas and possibilities of their application are highlighted. The degree of penetration of virtual and augmented reality technologies in the activities of financial institutions is explored. The main directions of their application are indicated: specific examples of integration of VR- and AR-technologies in the work of financial institutions are given. The goals of using AR and VR technologies in the financial sector, such as simplifying the receipt and processing of information by clients through the reception of visualization, maintaining security, marketing communication goals, etc., are systematized. As a result of the study, trends in the use of the technologies in the financial market are identified, opportunities for their development and prospects of application, factors that restrain their development are identified, the advantages and disadvantages of both the technologies themselves and the functioning of these technologies in the financial environment are identified and systematized. It is concluded that the use of VR and AR technologies will allow financial institutions to strengthen their competitive positions in the market, and let the clients of financial institutions create their own secure online environment in which they can manage their money and investments and make transactions.

  • Research Article
  • 10.1093/schbul/sbag003.034
34. The effect of virtual reality technology in the treatment of mild mental disorders
  • Feb 13, 2026
  • Schizophrenia Bulletin
  • Bing Yang + 1 more

Background Mild mental disorders are commonly present in clinical practice, and their treatment usually relies on psychological intervention and medication therapy. However, traditional treatment methods have limitations in acceptance and compliance, and there are individual differences in efficacy. In recent years, virtual reality (VR) technology has become a new intervention method that provides a new approach for psychological exposure therapy, cognitive training, and relaxation intervention by simulating controllable immersive environments. Although preliminary studies have shown that VR may improve emotional regulation and cognitive function, its long-term efficacy and predictive indicators for patients with mild mental disorders are not yet clear. The study compared the short-term and long-term efficacy differences between VR intervention group and traditional treatment methods in improving mild anxiety and depression symptoms. To explore the predictive effects of physiological and behavioral indicators of patients before treatment on the efficacy of VR intervention. Methods The study included 328 patients who met the DSM-5 criteria for mild anxiety diagnosis, as well as 150 healthy controls. The patients were randomly assigned to a VR intervention group (n = 164) and a traditional cognitive behavioral therapy (CBT) control group (n = 164). The VR intervention group received an 8-week, twice weekly VR cognitive behavioral exposure training, which included virtual scenario exposure, mindfulness relaxation, and cognitive restructuring modules; The control group received standard CBT face-to-face treatment at the same frequency. All participants completed clinical symptom assessment at baseline, at the end of the intervention, and at 6-month follow-up after the intervention. Using the Hamilton Anxiety Scale (HAMA) and Hamilton Depression Scale (HAMD), and synchronously recording Electroencephalogram (EEG) and Heart Rate Variability (HRV) during VR tasks. Results There was no significant difference in baseline characteristics between the two groups. After the intervention, both the VR group and the CBT group showed significant improvement in symptoms, but the VR group showed a greater decrease in anxiety and depression scores (p<.01), and the efficacy was maintained until the follow-up period (p<.05), as shown in Fig. 1. Discussion Research has shown that VR based cognitive-behavioral exposure therapy is significantly more effective than traditional CBT in improving mild anxiety, and the effect lasts longer. The immersive, controllable, and concrete intervention environment created by VR technology may enhance situational realism and participation, more effectively activate and correct emotional memory and cognitive patterns related to fear and anxiety, and promote more lasting adaptive changes at the neural level. The study extends the evidence of the effectiveness of VR intervention from specific anxiety disorders to the common spectrum of mild mental disorders, supporting its potential as a cross diagnostic and standardized new intervention tool. Although traditional CBT remains the effective gold standard, VR therapy has shown unique advantages in enhancing treatment attractiveness, overcoming exposure avoidance, and achieving personalized treatment scenarios, which is expected to improve treatment accessibility and compliance. Future research will further analyze the specific active ingredients that make VR effective and explore predictive models that combine them with biomarkers such as EEG and HRV. Funding No. 2025JGZ133; No. 202531719.

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  • Research Article
  • Cite Count Icon 35
  • 10.1017/s0033291722001167
Virtual reality (VR) therapy for patients with psychosis: satisfaction and side effects
  • Apr 28, 2022
  • Psychological Medicine
  • Daniel Freeman + 22 more

BackgroundAutomated virtual reality therapies are being developed to increase access to psychological interventions. We assessed the experience with one such therapy of patients diagnosed with psychosis, including satisfaction, side effects, and positive experiences of access to the technology. We tested whether side effects affected therapy.MethodsIn a clinical trial 122 patients diagnosed with psychosis completed baseline measures of psychiatric symptoms, received gameChange VR therapy, and then completed a satisfaction questionnaire, the Oxford-VR Side Effects Checklist, and outcome measures.Results79 (65.8%) patients were very satisfied with VR therapy, 37 (30.8%) were mostly satisfied, 3 (2.5%) were indifferent/mildly dissatisfied, and 1 (0.8%) person was quite dissatisfied. The most common side effects were: difficulties concentrating because of thinking about what might be happening in the room (n = 17, 14.2%); lasting headache (n = 10, 8.3%); and the headset causing feelings of panic (n = 9, 7.4%). Side effects formed three factors: difficulties concentrating when wearing a headset, feelings of panic using VR, and worries following VR. The occurrence of side effects was not associated with number of VR sessions, therapy outcomes, or psychiatric symptoms. Difficulties concentrating in VR were associated with slightly lower satisfaction. VR therapy provision and engagement made patients feel: proud (n = 99, 81.8%); valued (n = 97, 80.2%); and optimistic (n = 96, 79.3%).ConclusionsPatients with psychosis were generally very positive towards the VR therapy, valued having the opportunity to try the technology, and experienced few adverse effects. Side effects did not significantly impact VR therapy. Patient experience of VR is likely to facilitate widespread adoption.

  • Conference Article
  • Cite Count Icon 3
  • 10.2991/etmhs-15.2015.301
The Application of Virtual Reality in Art Design: A New Approach
  • Jan 1, 2015
  • Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research
  • Dalei Chen

As virtual reality technology matures and popular, it is gradually applied in art design.Virtual reality is constructed by high-tech means of the artificial environment.How best to achieve the user in the virtual world of realistic experience, has become a new research hotspot.In view of the present virtual reality technology and virtual aesthetics can improve the effect of the simulation are faced with the problem, in this paper, the study of virtual reality in art and design.Put forward the integration of technology and art technique can improve the virtual reality visual properties and the degree of match user requirements, improve the effect of the simulation.

  • Addendum
  • Cite Count Icon 32
  • 10.1016/j.micpro.2021.103989
RETRACTED: Development and application of VR course resources based on embedded system in open education
  • Jan 13, 2021
  • Microprocessors and Microsystems
  • Kenan Li + 1 more

RETRACTED: Development and application of VR course resources based on embedded system in open education

  • Research Article
  • Cite Count Icon 24
  • 10.11124/jbisrir-2015-1602
The use of dexmedetomidine as an adjuvant to benzodiazepine-based therapy to decrease the severity of delirium in alcohol withdrawal in adult intensive care unit patients: a systematic review.
  • Jan 1, 2015
  • JBI database of systematic reviews and implementation reports
  • Anne Dabrow Woods + 2 more

Chronic alcohol consumption is a prevalent issue. Healthcare professionals often discover their patient has an alcohol consumption issue when they are admitted to the hospital and no longer have access to alcohol. The global standard for treating alcohol withdrawal syndrome (AWS) symptoms are benzodiazepines; however this therapy is often inadequate to control symptoms of delirium in adult intensive care unit (ICU) patients due to an imbalance of inhibitory and excitatory neurotransmitters. The objective of the systematic review is to examine the clinical effectiveness of dexmedetomidine as an adjuvant to benzodiazepine-based therapy versus benzodiazepine-based therapy alone in decreasing the severity of delirium associated with AWS in adult ICU patients. This review considered studies that included adult ICU patients over the age of 18 who were experiencing delirium associated with alcohol withdrawal. Patients admitted to the ICU with the diagnosis of AWS were included in the study.This review considered studies that evaluated dexmedetomidine as an adjuvant therapy to benzodiazepine-based therapy, compared to the use of benzodiazepine-based therapy alone in ICU patients experiencing alcohol withdrawal delirium.This review considered randomized controlled trials, non-randomized controlled trials, quasi-experimental, before and after studies, prospective and retrospective cohort studies, case control studies, analytical cross sectional studies, case series, individual case reports and descriptive cross sectional studies for inclusion.The systematic review evaluated dexmedetomidine as an adjuvant to benzodiazepine-based therapy to decrease delirium severity in alcohol withdrawal in ICU patients. The general outcome of delirium severity was measured using the Clinical Institute Withdrawal Assessment Score - Revised (CIWA), the Ramsey scale, the Richmond Agitation Sedation Score (RASS) and the Confusion Assessment Method for the ICU (CAM-ICU). The search strategy aimed to find both published and unpublished studies. A three-step search strategy was utilized in this review and included English language studies published after 1997. A search of Ovid/MEDLINE, EMBASE, Cochrane, Joanna Briggs Institute and nine other databases was conducted. Two independent reviewers using the Joanna Briggs Institute's standardized appraisal tool critically appraised the studies. A third independent reviewer was available to appraise studies if the two original reviewers disagreed in their assessments. There were no disagreements in findings between the two independent reviewers. Data was extracted using the standardized Joanna Briggs Institute's data extraction instruments. Statistical pooling was done using meta-analysis and findings are presented using a forest plot and narrative form. Four studies were included in the review, three retrospective case series and one prospective case series with a total sample size of 55 patients. Three studies used the CIWA score as the outcome measure and one study used the RASS score as the outcome measure. A meta-analysis of the three studies using the CIWA demonstrated that adjuvant use of dexmedetomidine with benzodiazepine-based therapy decreased CIWA scores (Weighted Mean Difference [WMD] -5.2, 95% Confidence Interval [CI] -6.24 to -4.16, p <0.0001). The final study using RASS scores reported improvement with adjuvant treatment with dexmedetomidine compared to benzodiazepine-based therapy alone. The use of dexmedetomidine as an adjuvant to benzodiazepine-based therapy decreased delirium more effectively than benzodiazepine-based therapy alone in adult ICU patients experiencing alcohol withdrawal delirium as evidenced by a decrease in CIWA and RASS scores. In adult ICU patients who are experiencing alcohol withdrawal delirium that is not controlled with benzodiazepine-based therapy alone, healthcare providers should consider dexmedetomidine as an adjuvant to standard benzodiazepine-based therapy. The use of dexmedetomidine in the management of delirium associated with alcohol withdrawal in adult ICU patients should be further studied via large scale randomized controlled trials.

  • Research Article
  • Cite Count Icon 8
  • 10.12788/fp.0112
Systemic Literature Review of the Use of Virtual Reality for Rehabilitation in Parkinson Disease.
  • Apr 12, 2021
  • Federal practitioner : for the health care professionals of the VA, DoD, and PHS
  • Aaron Shou

Functional rehabilitation is important when managing Parkinson disease (PD). Virtual reality (VR) therapy is a noninvasive, potential alternative or adjunct to conventional therapies used during rehabilitation. The authors searched for articles in Google Scholar, PubMed, Physiotherapy Evidence Database Score (PEDro), and Cochrane after setting specific requirements starting in July 2019. Methodologic quality was assessed by PEDro for randomized controlled trials. Among 89 studies identified, 28 included in this review evaluated VR therapy for use during rehabilitation for PD: 7 used immersive VR and 21 used nonimmersive VR. Among the immersive VR studies, 6 showed improvement in primary outcomes after adding VR therapy. Among the nonimmersive VR studies, 5 showed improvement with VR therapy when compared with conventional therapy, 9 showed improvement with VR and conventional therapy with no between group difference, and the remaining 7 showed improvement in primary outcomes after adding VR intervention. The quality and diversity of studies was a major limitation. VR therapy is a promising rehabilitation modality for PD but more studies are needed. Additional investigations of VR therapy and PD should include direct comparisons between immersive and nonimmersive VR therapies.

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