Related Experiment Video
Updated: May 6, 2026

The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project
Published on: November 13, 2009
"I Don't Get to Feel This Good Very Often:" Virtual Reality Intervention for Veterans Receiving End-of-Life Care
Megan E Gately1,2, Steven D Shirk1,3, Anastasia Canell4
1Geriatric Research Education and Clinical Center (GRECC), VA Bedford Healthcare System, Bedford, Massachusetts, USA.
Background:
While virtual reality (VR) is a valuable therapeutic tool, its utility for hospice and palliative care (HPC) is understudied.
Objectives:
We explored the use of VR with patients receiving inpatient HPC.
Design:
Mixed methods study examining feasibility and clinical outcomes of a VR program.
Setting/Subjects:
Twenty-five veterans with complex medical and psychiatric comorbidities at a Veterans Affairs hospital participated. Data related to self-reported pain and well-being, as well as session feedback, were gathered.
Results:
Despite some challenges with setup, 91% reported enjoyment, and 90% would participate again. Travel experiences were most popular, allowing reminiscence and touring of bucket-list destinations. Program feedback suggested improvements in anxiety, mood, and boredom.
Conclusions:
Results demonstrate the use of VR to facilitate meaningful engagement and improve psychological well-being for veterans receiving HPC. Additionally, opportunities for socialization and reminiscence, even while bedbound, increased. These findings support further exploration of VR as an intervention in HPC.
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