VIRTUAL REALITY AS EARLY MOBILIZATION IN INTENSIVE CARE UNIT: LEVEL OF ACTIVITY, FEASIBILITY AND SATISFACTION - A PILOT STUDY

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Gomes T.T.1, Schujmann D.S.1, Lamano M.Z.1, Lunardi A.C.1, Robira D.1, Fu C.1
1University of São Paulo, São Paulo, Brazil

Background: The physical inactivity of patients in Intensive Care Unit (ICU) can predict many alterations in all organism systems. These alterations reduce the functional capacity and impair the quality of life. There are several studies of early mobilization in ICU intending the reduce of physical inactivity. One new possibility as a mobilization technique in ICU is the virtual reality Nintendo Wii© that is very used in neurological rehabilitation.

Purpose: To analyze which level of activity the Nintendo Wii© can provide in patients in ICU. Additionally, the other objective is analyzing the feasibility, security and patients' satisfaction.

Methods: This cross-sectional study including patients consecutively admitted in ICU, aging 18 years old or more, without neurological disorders, skin alterations and mobilization restriction. The exclusion criterion is patients that don’t understand the games. We use a monitor activity to evaluate the intensity of activity. The Nintendo Wii© with 2 games is been tested: one is a game with a sword and the other is a game as ping-pong. The satisfaction is being evaluated by a questionnaire and BORG scale. In the moment of the ICU admission, the monitor activity was placed on the patient’s dominant wrist. We explain how the games work: the objective and the movements that they need to do to accomplish the activity. Both games last 6 minutes. The vital signs and BORG of patients are monitored in the beginning and immediately after the end of activity, and we also apply the satisfaction questionnaire.

Results: 9 sessions of 5 patients was evaluated. The population were 63.7 ± 16,2 years, SAPS III 61 ± 5,6 points. No patients underwent to mechanical ventilation or use of vasoactive drugs. During the games, patients spent 76% ± 17,5 of time in light activity and 23,9% ± 17,5 in moderate activity. The BORG after the end of games were 2.8 ± 0.8 points. 40% of patients prefer play videogame, 40% prefer walking and 20% prefer do all activities proposed in ICU. They graded the activity with a note of 8,8 in a scale of 0 to 10. All of patients said that would like to play it again in another attendance. Only in to attendances, 1 patient felt dizziness during the game another felt light dizziness after the end of game. Patients didn’t have significant alteration in vital signs.

Conclusion(s): Based on the initial results, Nintendo Wii© can generate a pleasant physical activity in an ICU population. We also infer that is feasibility in ICU and patients enjoyed and related that they are able to do this activity. The virtual reality can provide some fun during the ICU stay, generating activities light to moderate intensity.

Implications: Virtual reality can be used as a complement of our physiotherapy in ICU, because it has some different games that can cause an entertainment for patients and for some minutes change a little the focus on his disease because they are doing a different activity and in the same time they aren’t let to do physical activity.

Funding acknowledgements: This work is funding by FAPESP, Brazil

Topic: Critical care

Ethics approval: Approved by Comissão de Ética para Análise de Projetos de Pesquisa HCFMUSP 5060215.3.0000.0065


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