| Literature DB >> 35885749 |
Jessica L Martin1, Dimitrios Saredakis1, Amanda D Hutchinson1, Gregory B Crawford2,3, Tobias Loetscher1.
Abstract
BACKGROUND: Virtual reality (VR) using head-mounted displays (HMDs) has demonstrated to be an effective tool for treating various somatic and psychological symptoms. Technological advances and increased affordability of VR technology provide an interesting option for delivering psychological interventions to patients in palliative care. The primary aim of this systematic review was to synthesise the available research on the use of VR for enhancing psychological and somatic outcomes for palliative care patients. Secondary aims included assessing general satisfaction and overall usability.Entities:
Keywords: head-mounted display; hospice; palliative care; virtual reality
Year: 2022 PMID: 35885749 PMCID: PMC9319274 DOI: 10.3390/healthcare10071222
Source DB: PubMed Journal: Healthcare (Basel) ISSN: 2227-9032
Figure 1PRISMA Search Flow Diagram.
Virtual reality in palliative care studies: demographics, setting, VR technology, aims, intervention, and number of sessions/duration/frequency.
| Studies and Year of Publication | Demographics | Setting | Population | VR Technology | Aims | Intervention | Number of Sessions | |
|---|---|---|---|---|---|---|---|---|
| Mean Age (SD) | ||||||||
| Brungardt et al., 2020 [ | 23 (11/12) | 47.4 (17.1) | Hospital, U.S.A. | Hospitalised adults (18+ years) with a palliative care consult. | Oculus Go | To evaluate implementation measures of feasibility, usability, and acceptability of a VR-based music therapy intervention. | Patient created customised soundtrack to listen to during one of four nature-based 360° VR environments | 1 (<30 min) |
| Ferguson et al., 2020 [ | 25 (3/22) | 85 (8.9) | Hospice, U.S.A. | Convenience sample with diagnosis of dementia. | Mirage Solo | To explore acceptability, tolerability, and subjective experience of VR as therapeutic recreation for hospice patients living with dementia. | Pre-selected VR experience. YouTube VR 360 beach scene video | 1 (~35 min)–3.5 min video looped for up to 12 times, 12.4 min average. |
| Johnson et al., 2020 [ | 12 (4/8) | 72 (16) | Hospice, U.S.A. | Patients with life-limiting illness. | Samsung Gear | To examine the utility of VR for palliative care patients | Pre-selected VR experience using one of nine low-cost, easy-to-use applications (e.g., “360 Photos”, “Meditation,” “Hello Mars.”) | 1 (30 min, 11/12 participants at least 20 min) |
| Lloyd & Haraldsdottir, 2021 [ | 19 (10/9) | 69.6 (15.4) | Hospice, U.K. | Adult inpatients and outpatients diagnosed with a life-limiting condition. | Not reported | To explore the acceptability and potential benefits of using immersive VR for people with life-limiting conditions in a hospice setting. | Personalised VR experience. Participants asked to decide on a destination of choice. | 1 (30 min) |
| Niki et al., 2019 [ | 20 (14/6) | 72.3 (11.9) | Palliative care wards, Japan. | Patients (20+ years) with a terminal cancer diagnosis. | HTC VIVE | To verify whether simulated travel using VR is efficacious in improving symptoms in terminal cancer patients. | Personalised VR experience. Participants asked where they wanted to go using Google Earth VR®. | 1 (~30 min) |
| Nwosu et al., 2021 [ | 15 [12 patients, 3 caregivers] (9/6) | 63 [median] (16.5) | Hospital and hospice, U.K. | Inpatients and outpatients from both units | Samsung Gear | To explore the feasibility of implementing VR therapy for patients and caregivers in a hospital specialised inpatient palliative care unit and hospice and to identify questions for organisations to support VR adoption in palliative care. | Pre-selected VR experience from one of three applications: guided relaxation video of a beach, guided meditation through forest, or rollercoaster ride. | 1 (5–10 min) |
| Perna et al., 2021 [ | 26 (12/14) | Range | Hospice, U.K. | Patients under hospice care (18+ years) with progressive life-limiting illness. | Google Daydream | To test the feasibility and acceptability of recruiting people with advanced illness into a trial with multiple VR sessions and to determine whether outcomes on the ESAS show any effect of personalised VR. | Participants randomised into 2 groups: personalised and pre-selected VR experience. Personalised group participated in an interview to obtain preferences for VR sessions, and non-personalised group offered a randomly selected VR session from a set of 6 pre-selected experiences. | 4 (4 min, once weekly) |
| Weingarten et al., 2019 [ | 1 (0/1) | 12 | Hospital, Canada. | One patient with myelocytic leukaemia. | Not reported | To trial VR program as a part of therapeutic supports to inform a future pilot project. | Personalised VR experience tailored to the patients’ specific wants and needs. | 1 (5–10 min) |
Virtual Reality in Palliative Care: Primary and Secondary Outcomes.
| Studies and Year of Publication | Psychological and Somatic Outcomes | General Satisfaction | Overall Usability | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Psychological Outcomes | Somatic Outcomes | Experience | Likeability | Perceived Benefit/ | Usability | Feasibility | Acceptability and Tolerance | Negative Effects | |
| Brungardt et al., 2020 [ | |||||||||
| Ferguson et al., 2020 [ | |||||||||
| Johnson et al., 2020 [ | * | ||||||||
| Lloyd & Haraldsdottir, 2021 [ | |||||||||
| Niki et al., 2019 [ | ^ | ^ | § | ||||||
| Nwosu et al., 2021 [ | |||||||||
| Perna et al., 2021 [ | † | † | |||||||
| Weingarten et al., 2019 [ | |||||||||
Note. The colours indicate positive findings (green), null findings (red) and variable findings (orange). Blank cells indicate the column header was not reported on. * Statistically significant improvement in lack of appetite based on 95% confidence interval (p = 0.279). ^ Significant improvements for pain (p = 0.018, d = 0.832), tiredness (p = 0.006, d = 0.804), drowsiness (p = 0.014, d = 0.590), lack of appetite (p = 0.043, d = 0.505) shortness of breath (p = 0.028, d = 0.681), depression (p = 0.008, d = 1.237), anxiety (p = 0.008, d = 0.788), well-being (p = 0.002, d = 1.175), fun (p = 0.003, d = 0.915) and happiness (p = 0.003, d = 0.962) in patients who had visited a memorable place. No significant improvement for participants who visited a place they had wanted to go but never visited. § Significant improvements for participants in pre-VR travel expectation and post-VR travel satisfaction for participants who had visited a memorable place (p = 0.041, d = 0.621). No significant improvement for participants who visited a place they had wanted to go but never visited. No statistically significant change. However, personalised group appeared to experience largest reduction in tiredness, anxiety, and psychological well-being. Non-personalised group appeared to experience largest reduction in tiredness and drowsiness.
Risk of bias assessment.
| Studies and Year of Publication | Risk of Bias Score | Risk of Bias |
|---|---|---|
| Brungardt et al., 2020 [ | 4/9 | High |
| Ferguson et al., 2020 [ | 6/9 | Moderate |
| Johnson et al., 2020 [ | 6/9 | Moderate |
| Lloyd & Haraldsdottir, 2021 [ | 4/9 | High |
| Niki et al., 2019 [ | 6/9 | Moderate |
| Nwosu et al., 2021 [ | 4/9 | High |
| Perna et al., 2021 [ | 7/9 | Low |
| Weingarten et al., 2019 [ | 2/9 | High |