NCT07097519

Brief Summary

Intensive care unit (ICU) nurses often experience high levels of stress and anxiety due to the emotional demands of caring for critically ill patients. These psychological burdens can negatively affect their job performance and the quality of care they provide. Recent studies suggest that immersive virtual reality (IVR) technology may help reduce stress and improve professional performance among healthcare workers. However, no study to date has specifically evaluated the effects of IVR on ICU nurses' anxiety, stress, and job performance. This study aims to evaluate whether an IVR application can reduce anxiety and stress levels while enhancing the job performance of ICU nurses. By introducing a clinical intervention based on virtual reality, the research seeks to explore its potential as a practical tool in improving nurses' well-being and work effectiveness in high-pressure environments. The findings will contribute to understanding the clinical applicability of IVR as a stress-reduction and performance-enhancement method in intensive care settings.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
13

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Mar 2025

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

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Study Timeline

Key milestones and dates

Study Start

First participant enrolled

March 1, 2025

Completed
3 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

May 31, 2025

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

May 31, 2025

Completed
2 months until next milestone

First Submitted

Initial submission to the registry

July 25, 2025

Completed
6 days until next milestone

First Posted

Study publicly available on registry

July 31, 2025

Completed
Last Updated

July 31, 2025

Status Verified

July 1, 2025

Enrollment Period

3 months

First QC Date

July 25, 2025

Last Update Submit

July 25, 2025

Conditions

Keywords

Job PerformanceImmersive Virtual RealityIntensive Care Nursing

Outcome Measures

Primary Outcomes (1)

  • Change in Job Performance Measured by the Individual Work Performance Scale

    Job performance will be assessed using the Turkish version of the Individual Work Performance Scale adapted by Köroğlu Kaba \& Öztürk (2021). The 14-item scale includes 3 subscales: Task Performance (5 items), Contextual Performance (6 items), and Counterproductive Work Behavior (3 items, reverse-coded). Items are rated on a 5-point Likert scale from 1 (Rarely) to 5 (Always). Higher scores indicate better performance. The internal consistency of the total scale is reported as 0.80.

    From enrollment to the end of treatment at 8 weeks

Secondary Outcomes (2)

  • Change in Anxiety Level

    Before and after each VR session, from enrollment to the end of treatment at 8 weeks

  • Change in Anxiety Levels Measured by the Spielberger State Anxiety Scale

    From enrollment to the end of treatment at 8 weeks

Study Arms (1)

Immersive Virtual Reality Intervention for ICU Nurses

EXPERIMENTAL

Participants in this arm are registered nurses working in an intensive care unit who receive an immersive virtual reality (IVR) intervention. The intervention involves the use of a VR exergame (Beat Saber) through Oculus Quest 2 headsets. Nurses engage in VR sessions for a minimum of 10 minutes per day across 8-16 clinical workdays over an 8-week period. The intervention is designed to reduce anxiety and stress levels and enhance job performance. Outcome measures include anxiety, stress, individual job performance, and satisfaction ratings collected pre- and post-intervention.

Other: Immersive Virtual Reality (IVR)

Interventions

This intervention involves the use of a high-end immersive virtual reality (IVR) application through the Oculus Quest 2 headset. Nurses participate in a rhythm-based exergame, Beat Saber, for at least 10 minutes per session, during 8-16 clinical shifts over an 8-week period. The game engages users in physical movement to music, requiring whole-body coordination and providing visual, auditory, and haptic feedback. The intervention aims to reduce stress and anxiety and enhance job performance among ICU nurses by providing an immersive, engaging, and therapeutic experience within the clinical environment.

Immersive Virtual Reality Intervention for ICU Nurses

Eligibility Criteria

Sexall
Healthy VolunteersYes
Age GroupsChild (0-17), Adult (18-64), Older Adult (65+)

You may qualify if:

  • Willing to voluntarily participate in the study
  • Currently employed as a nurse in the Anesthesia and Reanimation Intensive Care Unit
  • Has been working in the unit for at least 3 months
  • Able and available to use the virtual reality (VR) application for a minimum of 10 minutes per day
  • Willing to use the VR application on 8 to 16 clinical workdays during the 8-week intervention period

You may not qualify if:

  • Any condition that prevents communication, completing questionnaires, or participating in measurements
  • Physical limitations that prevent movement (e.g., amputation, joint restriction)
  • Health problems that interfere with VR use, including chronic pain, hearing or vision loss, migraine, vertigo, nausea, epilepsy, claustrophobia, head injuries, or psychiatric treatment

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

Oncology Hospital

Ankara, Yenimahalle, Turkey (Türkiye)

Location

Study Design

Study Type
interventional
Phase
not applicable
Allocation
NA
Masking
NONE
Masking Details
This study does not involve masking. It is an open-label, single-group intervention, and both participants and researchers are aware of the intervention being administered. Therefore, no additional parties are masked.
Purpose
OTHER
Intervention Model
SINGLE GROUP
Model Details: This study uses a single-group, prospective, interventional, pre-test-post-test design. All participants receive the same immersive virtual reality (IVR) intervention without a comparison or control group. The intervention consists of regular use of a commercially available VR exergame (Beat Saber) for a minimum of 10 minutes per session over an 8-week period. Measurements are taken at three time points (baseline, mid-intervention, and post-intervention) using validated scales for anxiety, stress, job performance, and satisfaction. This model allows assessment of within-subject changes over time in response to the VR-based stress management and performance-enhancement intervention.
Sponsor Type
OTHER
Responsible Party
PRINCIPAL INVESTIGATOR
PI Title
Phd, Nurse Educator

Study Record Dates

First Submitted

July 25, 2025

First Posted

July 31, 2025

Study Start

March 1, 2025

Primary Completion

May 31, 2025

Study Completion

May 31, 2025

Last Updated

July 31, 2025

Record last verified: 2025-07

Data Sharing

IPD Sharing
Will not share

Individual participant data (IPD) will not be shared in order to maintain participant confidentiality and comply with institutional data protection policies. The data include sensitive psychological and professional information collected from ICU nurses, which could pose privacy risks if shared.

Locations