Virtual Reality Transports Patients and Improves Clinical Care
The hospital can be an unfamiliar place for anyone, especially a child, and regardless of the circumstances, it's usually difficult for a patient to forget that they're in one. At Gillette Children's, that's not always the case.
In 2017, researchers at Gillette received two Virtual Reality (VR) headsets on loan from a Los Angeles-based company that designs VR goggles designed specifically for use in a medical setting. The goal was to test the use of VR in reducing stress, pain and anxiety in certain patient appointments and procedures.
“It's our goal to make patient care as painless and anxiety-free as possible, so we're always looking for new methods and treatments,” says Chantel Burkitt, PhD, a clinical scientist at Gillette. “VR was a relatively new field when it comes to medicine, but the use of VR in certain settings had shown the capacity to reduce both pain and anxiety when compared to the traditional standards of care. Almost immediately, we saw those benefits in our application of VR at Gillette.”

How VR can reframe the patient experience
Olivia Curtis began coming to Gillette when she was diagnosed with Juvenile Idiopathic Arthritis (JIA) at age 4. When she was 9, Olivia began receiving infusions to help treat her condition.
“The infusions can be stressful,” Olivia's mother Jennifer says. “Every time we went in, you could just see Olivia's fear and anxiety ramping up, and the whole process became more difficult.”
Luckily, after a discussion with Olivia's care team, a child life specialist brought a VR headset to Olivia's next appointment.
“We had decent success with iPads and other methods of distraction, but the change with VR was really remarkable,” Jennifer says. “It was like it allowed Olivia to step out of the hospital for a little while. That was by far the most pleasant infusion she ever had.”
The expansion of the Virtual Reality Program
Cut to 2022, and providers at Gillette are now equipped with more than 30 VR headsets, making it one of the largest pediatric VR programs in the country. VR headsets continue to be used in a variety of settings throughout Gillette's main St. Paul campus, but this expansion has also made it possible for VR to be utilized at Gillette's clinics throughout greater Minnesota.
“While not applicable for every child or situation, VR is another tool in our toolbox that has proved to be very helpful,” says Shannon Wier, child life specialist. “We also now have headsets that can be completely operated by eye gaze, which is an inclusive feature for many of our patients.”

The medical impact of Virtual Reality going forward
While VR has been shown to be incredibly effective in numerous clinical situations, Todd Dalberg, DO, pediatrician and palliative care physician, says that the practical applications of therapeutic VR could be even more far-reaching.
“It's our goal to improve outcomes and maximize benefits for our patients with the least amount of harm,” Dalberg says. “What makes VR compelling, is there's all the potential for benefit and very little chance for harm. One of the main reasons we use integrative therapies is rooted in attempting to reduce the adverse side effects from sedative medications and opioids. Technology like VR has already shown the capacity to capture the attention of our patients and improve the overall quality of the care that we can provide, while also providing a more positive experience for our patients and their families.”
Ongoing Research at Gillette Children's
The research team at Gillette Children's currently has four ongoing research trials assessing how virtual reality headsets work to distract children from pain and discomfort during medical procedures.
Preliminary results from clinical trials found that the distraction provided by the VR headsets allowed care providers to reduce the amount of sedation used during certain procedures, while still effectively managing pain. Parents also reported that they were substantially more satisfied by how the medical procedure went when VR was used compared to other visits when VR was not available.

