| Literature DB >> 35804933 |
Antonio Melillo1,2, Andrea Chirico3, Giuseppe De Pietro4, Luigi Gallo4, Giuseppe Caggianese4, Daniela Barone5, Michelino De Laurentiis6, Antonio Giordano2.
Abstract
Rehabilitation plays a crucial role in cancer care, as the functioning of cancer survivors is frequently compromised by impairments that can result from the disease itself but also from the long-term sequelae of the treatment. Nevertheless, the current literature shows that only a minority of patients receive physical and/or cognitive rehabilitation. This lack of rehabilitative care is a consequence of many factors, one of which includes the transportation issues linked to disability that limit the patient's access to rehabilitation facilities. The recent COVID-19 pandemic has further shown the benefits of improving telemedicine and home-based rehabilitative interventions to facilitate the delivery of rehabilitation programs when attendance at healthcare facilities is an obstacle. In recent years, researchers have been investigating the benefits of the application of virtual reality to rehabilitation. Virtual reality is shown to improve adherence and training intensity through gamification, allow the replication of real-life scenarios, and stimulate patients in a multimodal manner. In our present work, we offer an overview of the present literature on virtual reality-implemented cancer rehabilitation. The existence of wide margins for technological development allows us to expect further improvements, but more randomized controlled trials are needed to confirm the hypothesis that VRR may improve adherence rates and facilitate telerehabilitation.Entities:
Keywords: cancer; disability; fatigue; lymphedema; pain; reality; rehabilitation; robotics; telemedicine; virtual
Year: 2022 PMID: 35804933 PMCID: PMC9264833 DOI: 10.3390/cancers14133163
Source DB: PubMed Journal: Cancers (Basel) ISSN: 2072-6694 Impact factor: 6.575
Figure 1Prisma flowchart of the study selection.
Features of the included studies.
| Included Study | Study Design | VRR System | Considered Impairment | Outcome | Conclusions |
|---|---|---|---|---|---|
| Atef et al., 2020 [ | Comparative study | Nintendo Wii games | Post-mastectomy lymphedema | Upper limb function (quickDASH); arm volume | VR training was not inferior to regular proprioceptive neuromuscular facilitation in improving functioning and reducing volume. |
| Axenie et al., 2020 [ | Perspective study | Virtual reality avatar-based kinematics assessment and sensorimotor training | Chemotherapy-induced polyneuropathy | Not applicable | Virtual reality software allowed for simultaneous kinematics assessment and multimodal sensorimotor stimulation. In addition, it may facilitate motion training through the use of avatars. |
| Basha et al., 2021 [ | Comparative study | Xbox Kinect with games involving upper limb movement | Breast cancer-related lymphedema | Pain (VAS), upper limb function (DASH), shoulder and elbow ROM, hand grip strength, quality of life | VR training was superior to resistance exercises for pain, upper limb function, and shoulder ROM outcomes. |
| Feyzioğlu et al., 2019 [ | Comparative study | Xbox Kinect | Post-mastectomy arm and shoulder impairment | Pain (VAS), grip strength, | Both standardized therapy and VRR resulted in significant changes in pain, ROM, muscle strength, grip strength, functionality, and TKS scores, without any significant differences between groups. |
| Hoffman et al., 2014 [ | Randomized non-controlled trial | Nintendo Wii Fit Plus | Post-thoracotomy cancer-related fatigue | Levels of adherence (days of training), exercise performance, cancer-related fatigue (0–10 scale), perceived self-efficacy for fatigue self-management (0–10 scale), perceived self-efficacy for walking 30 min (%) | Non-immersive virtual reality improved both CRF and perceived self-efficacy. |
| House et al., 2016 [ | Feasibility study | BrightArm Duo: robotic rehabilitation | Post-mastectomy arm impairment, depression in cancer survivors | Pain (NRS); arm function (FMA, upper extremity section); bimanual function (CAHAI-9); hand function (JHFT); upper arm autonomy in ADL (UEFI-20); depression (BDI-II); cognitive function (NAB, HVLT-R, BVM-T, TMT); | VR rehabilitation significantly improved 10/11 cognitive parameters and depression scores. In addition, it improved arm function as well. |
| Reynolds et al., 2022 [ | Randomized non-controlled trial | Immersive VR headset (Pico Goblin) | Pain, fatigue, depression, anxiety, and stress in metastatic breast cancer patients | Pain (BPI), quality of life (EQ-5D-5L scale), fatigue (FACIT-Fatigue), depression, anxiety, and stress levels, (DASS-SF) | VRR scenarios had significant effects on all considered outcomes. VRR scenarios did not significantly differ in any outcome |
| Schwenk et al., 2015 [ | Randomized controlled trial | Non-immersive Virtual Reality software connected to triaxial accelerometers, gyroscopes, and magnetometers | Chemotherapy-induced polyneuropathy | Balance (sway of hip, sway of ankle, center of mass movement), gait speed, fear of falling (FES-I score) | Virtual reality improved balance through patient-tailored, sensor-based exercise but did not improve gait speed and fear of falling |
| Tsuda et al., 2016 [ | Randomized non-controlled trial | Nintendo Wii Fit | Physical performance worsening related to chemotherapy and hematological malignancies | Levels of adherence, physical performance (Barthel index), muscle strength, emotive state (hospital anxiety and depression scale) | Virtual reality exercise programs showed good adherence rates (66.5%) and helped maintain physical performance in hospitalized patients. |
* Table 1: Features of the included studies. VR: Virtual reality; VAS: visual analogue scale; DASH: disability of the arm, hand, and shoulder questionnaire; ROM: range of motion; TKS: Tampa Kinesiophobia Scale; CRF: cancer-related fatigue; NRS: numeric rating scale; FMA: Fulg-Meyer assessment; CAHAI-9: Chedokee arm and hand activity inventory; JHFT: Jebsen hand function test; ADL: activities of daily living; UEFI-20: upper extremity function index; BDI-II: Beck Depression Inventory, Second Edition; NAB: Neuropsychological Assessment Battery; HVLT-R: Hopkins Verbal Learning Test; BVMT-R: the Brief Visuospatial Memory Test, Revised; TMT: Trail Making Test; FES-I: Falls efficacy scale—international; pain, measured by BPI: (Brief Pain Inventory scale) (BPI); quality of life, measured through the EQ-5D-5L scale; fatigue, measured through the Functional Assessment of Chronic Illness Therapy Fatigue scale (FACIT-Fatigue); and depression, anxiety, and stress levels, measured through the short version of the Depression, Anxiety, and Stress Scales (DASS-SF).