BACKGROUND: Psychological distress is highly prevalent among patients in intensive care units (ICUs), yet current management remains predominantly pharmacological and often insufficient to address emotional and cognitive wellbeing. Virtual reality (VR) is emerging as a potential non-pharmacological adjunct for stress and anxiety reduction in critical care. AIMS: To explore ICU professionals' perspectives on the design, feasibility and clinical integration of a gamified, art-based VR prototype intended to support psychological wellbeing and reduce stress and anxiety in ICU patients. METHODS: Qualitative study using a semi-structured focus group and thematic analysis. INTERVENTIONS: Seven ICU participants (three doctors, three nurses, one allied health clinician) trialled an early-stage VR prototype designed for ICU patients that included narrative-driven content, artistic environments and planned accessibility features such as eye-tracking and multiple modes of engagement. OUTCOME MEASURES: ICU professionals' perspectives on VR's therapeutic potential, recommended content features, perceived facilitators and barriers to implementation and strategies for clinical integration. RESULTS: Seven themes emerged. Participants viewed VR as a calming, purposeful form of diversional therapy offering emotional escape, cognitive engagement and restoration of patient agency. Flexible content modes and opportunities for personalisation were valued, as were accessibility features such as eye-tracking. For implementation, participants emphasised clear infection-control workflows, reliable device-management processes and basic staff training. A phased introduction, beginning with carefully selected patient groups, was recommended before broader clinical adoption. CONCLUSIONS: ICU professionals consider VR a promising adjunct to support emotional wellbeing in ICU, provided it is purpose-built, flexible, personalised and integrated smoothly into clinical routines. Their insights offer actionable guidance for refining and piloting this VR intervention within ICU settings.
Savoric et al. (Mon,) studied this question.