| Literature DB >> 31441352 |
Yingchun Zeng1, Jun-E Zhang2, Andy S K Cheng3, Huaidong Cheng4, Jeffrey Scott Wefel5.
Abstract
Background. This meta-analysis summarizes the results from recent studies that examined the use of virtual reality (VR)-based interventions on health-related outcomes in patients with cancer, and quantitatively evaluates the efficacy of VR-based interventions. Findings of this meta-analysis can provide direction for future symptom management research. Methods. The search terms included a combination of "virtual reality" OR "virtual environment" OR "head-mounted display" with "oncology" OR "cancer." Three databases (Medline, PubMed, and CAJ Full-text Database), one search engine (Google Scholar), and the website of ResearchGate, covering the period from December 2013 to May 15, 2019, and including articles published in both English and Chinese, were searched. Data synthesis used the RevMan 5.3 to generate pooled estimates of effect size. Results. A total of 6 empirical studies met the eligibility criteria. VR-based interventions had statistically significant effects on reducing symptoms of anxiety, depression, pain, and cognitive function, whereas statistically significant benefit was observed for fatigue (Z = 2.76, P = .006). Conclusion. Most recent studies have primarily examined VR-based interventions for symptom management in the acute stages of cancer care. However, the management of late and long-term side effects is central to cancer survivorship care. There is burgeoning empirical support for further research to evaluate the efficacy of VR-based interventions in cancer rehabilitation.Entities:
Keywords: cancer care; meta-analysis; virtual reality
Mesh:
Year: 2019 PMID: 31441352 PMCID: PMC6710675 DOI: 10.1177/1534735419871108
Source DB: PubMed Journal: Integr Cancer Ther ISSN: 1534-7354 Impact factor: 3.279
Figure 1.PRISMA flow diagram of study searching process.
Characteristics of Included Studies.
| Articles | Design | Study Sample | VR Methods | Intervention Duration | Outcomes/Instrument | Main Results |
|---|---|---|---|---|---|---|
| Baños et al[ | Pre-post test | 19 hospital inpatients diagnosed with metastatic cancer | Virtual environments were shown on a television connected to a computer, both were installed on a trolley that allowed movement from one room to another. A keyboard and mouse were used as interaction devices and participants used headphones. | A total of 4 sessions during 1 week. Half an hour per session. | VAS mood, physical discomfort, and satisfaction | There was significantly increasing positive emotions and decreasing negative emotions (all |
| Hoffman et al[ | Pre-post test | 7 adult hospital patients were at least 21 years old with a diagnosis of lung cancer | VR exercise intervention: the home-based intervention promoted light-intensity, less than 3.0 metabolic equivalents, walking, and balance exercises utilizing an efficacy-enhancing VR approach using the Nintendo Wii Fit Plus. | A total of 16 weeks, walking with the Wii duration of 30 minutes per day for 5 days per week. | Brief Fatigue Inventory; Activities-Specific Balance Confidence Scale; Self-efficacy for Walking Duration Instrument | Subjects reported significantly improving the management of fatigue symptoms at the end of VR-based interventions ( |
| House et al[ | Pre-post test | 6 community-dwelling women with postsurgical breast cancer pain in the upper arm | The VR-based rehabilitation system: a low-friction robotic rehabilitation table, a display, a laptop computer for the therapist station, a remote clinical server and a library of custom integrative rehabilitation games. | The duration of the VR-based therapy sessions progressed from 20 to 50 minutes of training over a period of 8 weeks, with 2 sessions every week. | BDI-II; BVMT-R; TMT-A; TMT-B; NAB; NPRS; HVLT-R; and PHQ-9 | Pain intensity showed significant decreased ( |
| Tsuda et al[ | Pre-post test | 16 hospitalized patients with hematologic malignancies aged more than 60 years | VR exercise using the Nintendo Wii Fit | 20 minutes per session, once per day, 5 times a week, from the start of chemotherapy until hospital discharge. | Physical performance (eg, Barthel index, handgrip strength) and psychosocial performance (eg, HADS). | VR exercise using the Wii Fit may be feasible, safe, and efficacious, for patients with hematologic malignancies receiving chemotherapy. |
| Glennon et al[ | CCT | 97 adults in an outpatient cancer center. 49 participants were assigned to the experimental group (use of VR goggles) and 48 in the control group (standard treatment). | The use of ezVision X4 VR goggles and choosing among 3 relaxing nature scenes (ie, babbling brooks, swaying palm trees, or undersea life) that would then be projected through the goggles by a DVD. | Participants wore the goggles while lying in the prone position for the bone marrow aspiration and biopsy procedure. Relaxing music was heard through earphones built into the goggles. Duration of the procedure lasted, on average, 15 minutes. | NPRS; anxiety associated with the procedure was measured with a 5-item Likert-type scale. | Participants who wore VR goggles during a bone marrow aspiration and biopsy procedure showed a decrease in pain and anxiety levels from pre- to post-procedure. |
| Mohammad and Ahmad[ | RCT | 80 female patients with breast cancer at a specialized cancer center in Jordan. | Patients were randomized to either a VR scene or not scenarios including deep sea diving “Ocean Rift,” or sitting on the beach with the “Happy Place” track by wearing a head mounted display with headphones. | One session of the immersive VR plus morphine injection. | SAI for anxiety and VAS for pain. | Patients randomized to receive immersive VR plus morphine reported a significant reduction in pain and anxiety, compared with morphine alone (all |
Abbreviations: BCS, breast cancer survivor; BDI-II, Beck Depression Inventory, Second Edition; BVMT-R, Brief Visuospatial Memory Test–Revised; CCT: case-controlled trial; CRF, cancer-related fatigue; DVD, digital versatile disk; HADS, Hospital Anxiety and Depression Scale; HVLT-R, Hopkins Verbal Learning Test–Revised; NAB, Neuropsychological Assessment Battery; NPRS, Numeric Pain Rating Scale; PHQ-9, Patient Health Questionnaire; RCT, randomized controlled trial; SAI, State Anxiety Inventory; STAI, State Trait Anxiety Inventory; TMT-A, Trail Making Test, Part A; TMT-B, Trail Making Test, Part B; VAS, Visual Analog Scale; VERT, virtual environment for radiotherapy training; VR, virtual reality.
Design Quality Analysis.
| Articles | Randomization | Control | Pre-Post Test | Retention | Missing Data | Power Analysis | Validity Measure | Follow-up | Scores |
|---|---|---|---|---|---|---|---|---|---|
| Banos et al[ | − | − | + | + | − | − | + | − | 3 |
| Hoffman et al[ | − | − | + | + | − | − | + | + | 4 |
| House et al[ | − | − | + | + | − | − | + | + | 4 |
| Tsuda et al[ | − | − | + | + | − | − | + | − | 3 |
| Glennon et al[ | − | + | + | + | − | − | + | − | 4 |
| Mohammad and Ahmad[ | + | + | + | + | + | + | + | − | 7 |
Figure 2.Anxiety after virtual reality–based intervention at post-intervention.
Figure 3.Depression after virtual reality–based intervention at post-intervention.
Figure 4.Fatigue after virtual reality–based intervention at post-intervention.
Figure 5.Pain after virtual reality–based intervention at post-intervention.
Figure 6.Cognitive function (ie, verbal memory) after virtual reality–based intervention at post-intervention.
Figure 7.Cognitive function (ie, processing speed) after virtual reality–based intervention at post-intervention.