Perceived Value of Virtual Reality Simulations to Gain Insights into Delirium: A Pilot Study
Journal
Delirium
Type
Article
Date Issued
2026-05-04
Author(s)
Fontanesi, Laura
;
Coltekin, Arzu
;
Kunz, Thomas
;
Arrigoni, Sandro
;
Bourke, Steven
;
MacLullich, Alasdair
;
Vinay, Rasita
;
;
Zobrist, Nico Julian
;
Lampe, Clara Julia
;
Schöpf, Martina
;
Howick, Jeremy
;
Schlögl, Mathias
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 educational 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 conceptually 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 simulation 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 expressed 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 enhancing empathy and insight in delirium-related education and care training.
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 educational 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 conceptually 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 simulation 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 expressed 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 enhancing empathy and insight in delirium-related education and care training.
HSG Classification
contribution to practical use / society
Refereed
Yes
Publisher
European Delirium Association
Subject(s)
Division(s)