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. 2021 Sep 14;3(9):e0538. doi: 10.1097/CCE.0000000000000538

TABLE 2.

Feasibility, Immersiveness, and Cybersickness Outcomes

Measure ICU-Specific VR (N = 25) Control VR (N = 25) p
Feasibility
 Completed initial VR, n (%) 25 (100%) 25 (100%) 1.00
 Days between ICU discharge and initial VR, median (95% range) 10 (5–21) 8 (5–15) 0.05
 Offered number of sessions, median (95% range) 8 (3–8) 8 (4–8) 0.56
 Desired number of sessions, median (95% range) 1 (1–5) 1 (1–6) 0.56
  Percent of offered sessions, median (95% range) 25 (13–100) 25 (13–93) 0.87
Immersiveness, median (95% range)
 IPQ total scorea 4.4 (2.4–5.3) 3.2 (2.5–4.9) < 0.001
 IPQ involvement scorea 4.5 (2.0–5.6) 2.1 (1.0–5.5) < 0.001
 IPQ sense of presence scorea 4.6 (2.2–5.5) 3.7 (2.2–5.1) < 0.01
 IPQ experienced realism scorea 4.3 (1.0–5.1) 3.5 (1.5–4.9) < 0.01
Cybersickness, median (95% range)
 SSQ total scoreb 1 (0–10) 2 (0–7) 0.55
 SSQ nausea scoreb 0 (0–4) 0 (0–3) 0.84
 SSQ oculomotor scoreb 1 (0–7) 1 (0–4) 0.87
 SSQ disorientation scoreb 0 (0–4) 1 (0–3) 0.41

IPQ = Igroup Presence Questionnaire, SSQ = Simulator Sickness Questionnaire, VR = virtual reality.

aThe IPQ measures the feeling of presence within a virtual environment. The total score is the mean of all questions and ranges from 1 to 6; the involvement, sense of presence, and experienced realism scores are the mean of the questions in their section.

bThe SSQ comprises 16 questions representing a cybersickness-related symptom that is scored on a four-point Likert scale (0 = none, 3 = severe). The total SSQ score is the sum of all answers and ranges from 0 to 48. Subscales can be calculated for nausea oculomotor discomfort and disorientation and range from 0 to 21.