| Literature DB >> 35284084 |
Jai Shree Adhyaru1, Charlotte Kemp2,3.
Abstract
Background: NHS staff are disproportionately impacted by workplace stress, threatening not only quality of service delivery, but the sustainability, of this vital healthcare system. There is an urgent need for accessible and cost-effective interventions that promote the wellbeing of this integral workforce. Aim: The aim of this study was to explore the potential propensity of a short virtual reality (VR) nature experience, delivered during the workday, to induce positive mood states NHS clinicians. Method: NHS clinicians working in a fast-paced trauma service were offered the opportunity to take part in a short virtual reality (VR) relaxation session, during their working day, in which they were able to explore the "Green Meadows" experience available within the Nature Treks application. An indication of physiological arousal (heart rate) was obtained, and subjective measures of emotional state were employed to assess the effect of the intervention on participants' mood. Further, feedback was gathered to provide an initial indication of the acceptability of the experience.Entities:
Keywords: NHS; Virtual reality; relaxation; self-care; wellbeing; work-related stress; workplace
Year: 2022 PMID: 35284084 PMCID: PMC8905197 DOI: 10.1177/20552076221084473
Source DB: PubMed Journal: Digit Health ISSN: 2055-2076
Participant characteristics.
| Sex | 32 female (83.8%) |
| 7 male (16.2%) | |
| Age | Mean = 36.61 years, SD = 10.26. |
| Range = 25 years to 60 years with a range of 35. | |
| Ethnic group | 23 White British (57.5%) |
| 1 White Irish (2.5%) | |
| 1 Irish (2.5%) | |
| 1 White Other (2.5%) | |
| 3 White European (7.5%) | |
| 1 European (2.5%) | |
| 2 Black/Black British African (5%) | |
| 1 Black/Black British Caribbean (2.5%) | |
| 1 African/South African (2.5%) | |
| 1 Arab British (2.5%) | |
| 1 Asian/Asian British Bangladeshi (2.5%) | |
| 1 Indian (2.5%) | |
| 1 Black Other – Mixed, Asian, Caribbean (2.5%) | |
| 1 White/Black African (2.5%) | |
| First language | 33 English (82.5%) |
| 1 English and Italian (2.5%) | |
| 1 Italian (2.5%) | |
| 1 Russian (2.5%) | |
| 1 Spanish (2.5%) | |
| 2 No response (5%) |
Experience with computers and VR systems.
| Items | Data missing | None | Basic | Intermediate | Expert |
|---|---|---|---|---|---|
| Experience with computers | 2.6% (n = 2) | 0% (n = 0) | 13.2% (n = 5) | 65.8% (n = 25) | 18.4% (n = 7) |
| Knowledge about 3D images | 2.6% (n = 2) | 26.3% (n = 10) | 47.4% (n = 18) | 21.1% (n = 8) | 2.6% (n = 1) |
| Knowledge about VR | 0.1% (n = 1) | 36.8% (n = 14) | 52.6% (n = 20) | 7.9% (n = 3) | 2.6% (n = 1) |
| Never | Occasionally | Frequently | 50% of the days or more | ||
| Frequency of playing video games | 5.3% (n = 2) | 68.4% (n = 26) | 21.1% (n = 8) | 5.3% (n = 3) | 0% (n = 0) |
The effect of VR on emotional state note: M = mean; SD = standard deviation; t = t-value; df = degrees of freedom; CI = confidence interval. *p < 0.05, **p < 0.01, ***p < 0.001.
| Pre VR | Post VR | Pre Vs post | |||||
|---|---|---|---|---|---|---|---|
| M | SD | M | SD | 95% CI for mean difference | t | df | |
| Happiness | 4.39 | 1.13 | 5.11 | 1.11 | −1.08, −0.34 | −3.85*** | 38 |
| Sadness | 2.68 | 1.30 | 1.97 | 1.03 | 0.25, 1.17 | 3.14** | 38 |
| Anger | 2.27 | 1.60 | 1.58 | 0.98 | 0.38, 1.19 | 3.95*** | 38 |
| Surprise | 2.24 | 1.31 | 2.39 | 1.48 | −0.77, 0.45 | −0.53 | 38 |
| Anxiety | 2.92 | 1.15 | 2.13 | 0.96 | 0.44, 1.14 | 4.55*** | 38 |
| Relaxation | 3.59 | 1.04 | 5.27 | 1.26 | −2.19, −1.17 | −6.67*** | 38 |
| Vigour | 3.84 | 1.30 | 3.97 | 1.09 | −0.61, 0.34 | −0.58 | 38 |
Figure 1.Percentage change in emotional states following VR experience.
Figure 2.Mean heart rate (BPM) at time 1 (upon arrival), time 2 (after rest) and time 3 (after VR experience).
Reported satisfaction with the VR experience (where zero = “not at all” and 10 = “very much:”). M = mean score, SD = standard deviation of the mean.
| Items | M | SD |
|---|---|---|
| Were you satisfied with the experience? | 7.95 | 1.60 |
| How logical and recommendable was the experience? | 8.05 | 1.63 |
| Was the experience useful for practicing mindfulness? | 7.73 | 2.19 |
| Was the experience difficult to manage or aversive? | 2.19 | 2.07 |