| Literature DB >> 35188474 |
Anna Janssen1, Jennifer Fletcher2, Melanie Keep3, Naseem Ahmadpour4, Anika Rouf5, Michael Marthick6, Rebecca Booth7.
Abstract
BACKGROUND: Current research into virtual reality (VR) use during chemotherapy shows that it can be an effective distraction intervention. However, there is limited research in adult patients and to investigate how VR can be sustainably implemented in health care organizations.Entities:
Keywords: cancer; chemotherapy; digital health; eHealth; mixed methods research; serious games; treatment; virtual health; virtual reality
Year: 2022 PMID: 35188474 PMCID: PMC8902671 DOI: 10.2196/29579
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Image of the location where the participants undertook their virtual reality sessions.
Figure 2The Gear VR headset used in the study.
Apps patients could choose from during the virtual reality intervention.
| App Name | Description | Publisher | Date published | App type |
| Sphæres | A series of cinematic virtual reality experiences to improve mindfulness and help with relaxation | Atmosphæres | November 2018 | Experience |
| Smash Hit VR | An abstract game where a sphere is shot at glass objects in order to progress the level and get a high score | Mediocre | September 2015 | Game |
| Invasion | An animated film about two aliens who try to take over Earth, but are thwarted by two bunnies | Baobab Studios Inc | March 2016 | Experience (short film) |
| Meeting Rembrandt | An immersive experience for exploring the world of the Renaissance painter Rembrandt van Rijn in his studio as he creates the painting the Night Watch | Oculus Studios | September 2017 | Experience (short film) |
| Ocean Rift | An aquatic safari park that enables exploration of an underwater world | Picselica Ltd | March 2015 | Experience |
| Bait | A fishing game where the goal is to catch a rare fish to save the local aquarium | Resolution Games | March 2016 | Game |
| Espr | A puzzle game where psychic abilities are used to solve challenges | Coatsink | May 2015 | Game |
| Happy Place | A virtual environment that promotes positive emotions and calmness at a lakeside campsite in the mountains | Mimerse | October 2016 | Experience |
| Forest of Serenity | A guided tour through a forest populated by exotic plants and animals, narrated by Sir David Attenborough | Holosphere VR | July 2018 | Experience |
| Zen Garden | A relaxing environment that uses musical instruments controlled by the player’s gaze to encourage calm and tranquility | Carry Castle AB | November 2016 | Experience |
Participant responses to survey questions 2-9.a
| Participant | Enjoyed activity | Activity fun | Activity boring | Activity did not hold my attention | Activity was interesting | Activity was enjoyable | I thought about enjoying the activity while I did it | I would try virtual reality again |
| VR001 | 5 | 4 | 2 | 2 | 6 | 5 | 5 | 6 |
| VR002 | 6 | 6 | 1 | 1 | 5 | 6 | 6 | 7 |
| VR003 | 7 | 7 | 1 | 1 | 7 | 7 | 4 | 7 |
| VR004 | 7 | 7 | 1 | 1 | 6 | 7 | 7 | 7 |
| VR005 | 6 | 7 | 1 | 1 | 4 | 7 | 7 | 7 |
| VR006 | 6 | 6 | 1 | 2 | 6 | 6 | 2 | 7 |
| VR007 | 7 | 7 | 1 | 1 | 7 | 7 | 6 | 1 |
| VR008 | 3 | 3 | 3 | 2 | 4 | 4 | 3 | 4 |
| VR009 | 7 | 7 | 1 | 1 | 7 | 7 | 7 | 7 |
| VR010 | 4 | 4 | 3 | 3 | 4 | 4 | 5 | 4 |
| VR011 | 7 | 7 | 1 | 1 | 7 | 7 | 7 | 7 |
| VR012 | 7 | 7 | 1 | 1 | 7 | 7 | 7 | 7 |
| VR013 | 3 | 5 | 1 | 1 | 5 | 6 | 5 | 6 |
| VR015 | 3 | 3 | 1 | 1 | 4 | 3 | 3 | 7 |
| VR016 | 7 | 7 | 1 | 1 | 7 | 7 | 5 | 7 |
| VR017 | 7 | 6 | 1 | 1 | 7 | 7 | 5 | 7 |
| VR018 | 6 | 6 | 1 | 1 | 7 | 7 | 6 | 7 |
| VR019 | 5 | 6 | 1 | 1 | 5 | 7 | 4 | 7 |
aThe survey asked participants to indicate a response on a 1-7 scale, where 7 was strongly agree and 1 was strongly disagree.
Overview of participant time spent in the virtual reality intervention, mapped against estimated time spent in the intervention.
| Participant | Actual intervention time (minutes) | Perceived intervention time (minutes) | Difference |
| VR001 | 34 | 30 | +4 |
| VR002 | 45 | 23 | +22 |
| VR003 | 90 | 55 | +35 |
| VR004 | 30 | 15 | +15 |
| VR005 | 30 | 28 | +2 |
| VR006 | 35 | 36 | –1 |
| VR007 | 15 | 15 | 0 |
| VR008 | 20 | 14 | +6 |
| VR009 | 15 | 36 | –23 |
| VR0010 | 8 | 14 | –6 |
| VR0011 | 60 | 62 | –2 |
| VR0012 | 40 | 16 | +24 |
| VR0013 | 7 | 7 | 0 |
| VR0015 | 60 | —a | — |
| VR0016 | 15 | 18 | –3 |
| VR0017 | 40 | 34 | +6 |
| VR0018 | — | 21 | — |
| VR0019 | 60 | 68 | –8 |
aMissing data, which occurred because of unanticipated interruptions to the intervention session for the individual participants, leading to inaccuracies in collection of observation data or inability to collect data.
Participant responses to the Edmonton Symptom Assessment System (ESAS-r) scale.a
| Participant | Pain | Tiredness | Drowsiness | Nausea | Lack of appetite | Shortness of breath | Depression | Anxiety | Well-being |
| VR001 | 4 | 2 | 1 | 3 | UAb | 2 | 1 | 0 | 5 |
| VR002 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| VR003 | 0 | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 4 |
| VR004 | 1 | 1 | 1 | 0 | 0 | 0 | 0 | 1 | —c |
| VR005 | 0 | 5 | 5 | 0 | 1 | 0 | 0 | 2 | 1 |
| VR006 | 5 | 8 | 5 | 1 | 1 | 1 | 7 | 7 | 8 |
| VR007 | 0 | 5 | 5 | 0 | 0 | 0 | 0 | 5 | 2 |
| VR008 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| VR009 | 1 | 0 | 0 | 0 | 0 | 0 | 1 | 0 | 1 |
| VR010 | 0 | 5 | 5 | 0 | 8 | 0 | 0 | 0 | 5 |
| VR011 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| VR012 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| VR013 | 0 | 0 | 0 | 4 | 0 | 0 | 0 | 0 | 5 |
| VR015 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| VR016 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| VR017 | 9 | 5 | 7 | 0 | 0 | 0 | 0 | 0 | 6 |
| VR018 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| VR019 | 1 | 3 | 4 | 2 | 2 | 0 | 3 | 4 | 3 |
aThe questionnaire asks participants to rate cancer symptoms on a 0-10 scale where 10 indicates the worst distress and 0 the least distress.
bUA: unanswered.
cMissing data, which were excluded for the calculation of well-being but response data were included for the other eight symptoms. Pairwise deletion was used to calculate means and SDs, which was only necessary for the missing well-being score for one participant.