Hsieh Pei-Shan, Chiang Hsiu-Sen, Huang Fang-Liang, Chi Wen-Hsin
Department of Intelligent Commerce, National Kaohsiung University of Science and Technology, No. 58, Shenzhong Rd, Yanchao Dist, Kaohsiung City, 824004, Taiwan, 886 7-3814526 ext 17528, 886 7-3814526.
Department of Information Management, National Taichung University of Science, Taichung City, Taiwan.
Interact J Med Res. 2025 Jun 16;14:e65311. doi: 10.2196/65311.
Virtual reality (VR) has become a powerful tool for enhancing the experiences of patients with critical illnesses, particularly hospitalized children with leukemia. Since traveling is nearly impossible for them, St Jude has teamed up with the travel company Expedia to launch "Dream Adventures," a pilot program that offers immersive VR experiences, allowing children to explore new destinations from the comfort of the hospital.
The aim of this study was to evaluate the pleasurable experience of VR and its impact on healthy and hospitalized children's travel expectations and hope by using electrocardiography (ECG) and questionnaires to enhance research objectivity.
Participants were children aged 7-18 years, divided into 2 distinct groups: 30 healthy children and 18 hospitalized children with leukemia. Both groups received the same VR intervention and were assessed using a 1-group pretest-posttest design. The questionnaires were designed to assess differences in the children's sense of hope and travel expectations, and their physiological data were collected through ECG.
The results indicated a statistically significant increase in hope levels from pre-VR to post-VR intervention in both healthy children (preintervention: mean 5.83, SD 0.87; postintervention: mean 6.36, SD 0.76; P=.002) and hospitalized children (preintervention: mean 5.51, SD 1.17; postintervention: mean 5.73, SD 1.15; P=.03), as determined by paired samples 2-tailed t tests. Furthermore, an independent samples 2-tailed t test revealed a significant difference in postintervention hope levels between the hospitalized children (mean 5.73, SD 1.15) and healthy children (mean 6.36, SD 0.76; P=.05). Then, we further compared the mean differences in hope scores from preintervention to postintervention. Healthy children demonstrated a greater increase (an increase of 0.53, from 5.83 to 6.36) than the hospitalized children (an increase of 0.22, from 5.51 to 5.73). In terms of physiological responses, ECG indicators such as SD of all normal-to-normal intervals and low-frequency power revealed significant differences in autonomic nervous system activity between the 2 groups. Healthy children exhibited higher sympathetic activation, suggesting greater emotional engagement during the VR experience, whereas hospitalized children demonstrated more attenuated responses. The consistency between physiological data and self-reported measures strengthens the construct validity of the instruments used and enhances the overall reliability of the study findings.
The VR intervention significantly increased hope levels in both healthy children and hospitalized children with leukemia, with a greater improvement observed among healthy participants. Therefore, this study suggests that when designing interventions for hospitalized children, more targeted emotional support strategies should be considered. Future studies are recommended to explore different types of VR content and the medical conditions of hospitalized children.
虚拟现实(VR)已成为增强重症患者体验的有力工具,尤其是住院的白血病患儿。由于他们几乎无法出行,圣裘德儿童研究医院与旅游公司亿客行合作推出了“梦想冒险”试点项目,该项目提供沉浸式VR体验,让孩子们在医院的舒适环境中探索新的目的地。
本研究旨在通过使用心电图(ECG)和问卷来提高研究的客观性,评估VR带来的愉悦体验及其对健康儿童和住院儿童旅行期望与希望的影响。
参与者为7至18岁的儿童,分为两个不同的组:30名健康儿童和18名住院白血病患儿。两组都接受相同的VR干预,并采用单组前后测设计进行评估。问卷旨在评估儿童希望感和旅行期望的差异,并通过ECG收集他们的生理数据。
配对样本双尾t检验结果表明,健康儿童(干预前:均值5.83,标准差0.87;干预后:均值6.36,标准差0.76;P = 0.002)和住院儿童(干预前:均值5.51,标准差1.17;干预后:均值5.73,标准差1.15;P = 0.03)从VR干预前到干预后的希望水平均有统计学意义的显著提高。此外,独立样本双尾t检验显示,住院儿童(均值5.73,标准差1.15)和健康儿童(均值6.36,标准差0.76;P = 0.05)在干预后的希望水平存在显著差异。然后,我们进一步比较了干预前到干预后希望得分的均值差异。健康儿童的改善幅度(从5.83增加到6.36,增加了0.53)大于住院儿童(从5.51增加到5.73,增加了0.22)。在生理反应方面,所有正常到正常间期的标准差和低频功率等ECG指标显示两组自主神经系统活动存在显著差异。健康儿童表现出更高的交感神经激活,表明在VR体验中情感参与度更高,而住院儿童的反应则更为减弱。生理数据与自我报告测量结果之间的一致性加强了所使用工具的结构效度,并提高了研究结果的整体可靠性。
VR干预显著提高了健康儿童和住院白血病患儿的希望水平,健康参与者的改善更为明显。因此,本研究表明,在为住院儿童设计干预措施时,应考虑更有针对性的情感支持策略。建议未来的研究探索不同类型的VR内容以及住院儿童的医疗状况。