VR Bucket Lists

Royal Trinity Hospice is Utilizing VR to Improve Patient Well-Being

People living in hospice often cannot finish their bucket lists, thankfully Royal Trinity Hospice is now offering distinct VR experiences to help people complete the things they have yet to accomplish. Developed by Leon Ancliffe, managing director for Flix Films, these VR experiences utilize Daydream View headsets and are meant to be a form of virtual reality therapy. This initiative at Royal Trinity Hospice is currently running as an experimental study, but the hope is that VR technology could one day be fully integrated to help people in Hospice realize their dreams.

The current issue pressing this virtual reality program is that it doesn't make the conditions of patients worse. The study at Royal Trinity Hospice is currently working to overcome this by tailoring its VR experiences to not induce nausea, headaches, or other related symptoms.

Virtual Reality Therapy
Opportunity for the development of virtual reality experiences tailored specifically for therapeutic purposes in healthcare settings.
Bucket List Completion
Potential to create immersive virtual reality experiences that enable individuals, including hospice patients, to complete their bucket lists in a virtual environment.
Integration of VR in Healthcare
Emerging opportunity to integrate virtual reality technology as a holistic therapeutic tool in healthcare services, encompassing both physical and emotional well-being.

Who This Affects Most

Healthcare
Incorporating virtual reality technology into healthcare institutions to enhance patient well-being and provide novel therapeutic approaches.
Entertainment
Developing immersive virtual reality experiences for individuals to engage in imaginative and interactive experiences, such as completing bucket list items, in a virtual environment.
Technology
Advancing the virtual reality industry by creating innovative VR hardware and software solutions that improve user experience and reduce side effects, such as nausea and headaches.
SCORE
2.2 out of 10
GENDER
50% Men50% Women
MARKETTop markets: Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 39%
Activity 20%
Freshness 8%

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