Immersive virtual reality (VR) is a promising therapy to improve the experience of patients with critical illness and may help avoid post-discharge functional impairments. However, determinants of interest and usability may vary locally and reports of uptake in the literature are variable. This mixed-methods, feasibility study aimed to assess the acceptability and potential utility of immersive VR in critically ill patients at a single institution. Adults without delirium who were admitted to one of two intensive care units were offered the opportunity to participate in 5-15 minutes of immersive VR, delivered by VR headset. Patient vital signs, heart-rate variability, mood, and pain were assessed before and after the experience. Pre-post comparisons were performed using paired, two-sided t-tests. A semi-structured interview was administered after the VR experience. Patient descriptions of the experience, issues, and potential uses were summarized with thematic analysis. Of 35 patients who were offered the chance to participate, 20 (57%) agreed to partake in the immersive VR experience, with no difference in participation rate by age. Improvements in overall mood (mean 1.8 points, [95% confidence interval 0.6-3.0], P=.002), anxiety (1.7 points [0.8-2.7], P=.001), and pain (1.3 points [0.5-2.1], P = .003) on 1-10 scales were observed. Mean heart rate changed by -1.1 (-0.3 to -1.9; P = .008) beats/minute (bpm) from a baseline of 86.1 (SD 11.8) bpm, and heart rate variability changed by -5.0 (-1.5 to -8.5; P = .004) sec-2 from a baseline stress index of 40.0 (SD 23) sec-2. Patients commented on the potential for the therapy to address pain, lessen anxiety, and facilitate calmness. Technical challenges were minimal and there were no adverse effects observed. Patient acceptance of immersive was high in a mostly medical intensive care population with little prior virtual reality experience. Patients commented on its potential to ameliorate cognitive and emotional symptoms. . Investigators can consider integrating minimally modified commercial VR headsets into ICU existing workflow to assess VR's efficacy for a variety of endpoints.