| Literature DB >> 35992949 |
Maria Sansoni1, Giovanni Scarzello2, Silvia Serino1, Elena Groff2, Giuseppe Riva1,3.
Abstract
Oncological treatments are responsible for many of the physical changes (aesthetic and functional) associated with cancer. Because of this, cancer patients are at high risk of developing mental health problems. The aim of this study is to propose an innovative Virtual Reality (VR) training that uses a somatic technique (i.e., embodiment) to create a bridge with the bodily dimension of cancer. After undergoing a psycho-educational procedure, a combination of exposure, out-of-body experience, and body swapping will gradually train the patient to cope with cancer-related difficulties, increasing stress tolerance, and patient empowerment. The most engaging step of this advanced form of Stress Inoculation Training is the body swapping experience, which will guide the patient in embodying a resilient cancer patient who is facing similar difficulties. Through the VR ability to simulate the human brain functioning, and the potential of embodiment to hook to the somatic dimension of illness, we expect that once the concepts endured through the patient's experience of resilience are triggered, the patient will be more prone to implement functional coping strategies in real life, reaching empowerment and adjusting to the post-treatment difficulties. When the scenarios are built and the training tested, our intervention could be used to support patients with different oncological diseases and who are treated in different cancer hospitals, as well as patients with other non-oncological problems (e.g., social anxiety). Future research should focus on using our paradigm for other clinical populations, and supporting cancer patients in coping with different distressing situations.Entities:
Keywords: body experience; body illusion; embodiment; emotion regulation; negative emotion; psycho-oncology; virtual reality; well-being
Year: 2022 PMID: 35992949 PMCID: PMC9381836 DOI: 10.3389/fnhum.2022.916227
Source DB: PubMed Journal: Front Hum Neurosci ISSN: 1662-5161 Impact factor: 3.473
Figure 1Summary of the intervention, description of the sub-conditions, and duration of each session.
Figure 2Hypothetical scenarios for levels 1, 2, and 3. In level 1 the patient (P) encourages the virtual avatar (A) to cope with the distress experienced in a social context where other people look at them and make the avatar feel not at ease. In level 2 the patient (P) now experiences the distressing situation from an external perspective. In level 3 the patient (P) embodies the virtual avatar and experiences in first-person the difficulty.