Using virtual reality to manage patient distress and pain


According to research, VR might be a promising tool in helping patients with chronic illnesses cope with their treatments and the emotional impact of their condition. — Filepic

Immersive virtual reality (VR) – digital technology that allows a person to experience being physically present in a non-physical world – seems to ease the pain and distress felt by patients with cancer.

This is according to a pooled data analysis of the available evidence published in the journal BMJ Supportive & Palliative Care.

The technology may also have potential for people with other distressing long-term conditions, such as multiple sclerosis (MS), kidney disease and dementia, the findings indicate.

As the physical and practical costs of VR technologies have fallen, interest in their use for improving patients’ quality of life has grown, note the researchers.

But it’s not clear how effective they might be in helping people cope with the medical treatment and psychological impact of a long-term condition.

To explore this further, the researchers trawled research databases for studies that looked at the use and effectiveness of immersive VR for aiding psychological adjustment to a long-term condition in adults.

They found 31 relevant studies, published between 1993 and 2023, in which the technology had been used in patients with cancer (16), dementia (five), cardiovascular (heart) disease (four), MS (two), kidney disease (two), inflammatory bowel disease (one) and chronic obstructive pulmonary disease (one).

The studies ranged in size from 30 to 50 participants, with an average age of 51.

Three out of four participants were women.

On average, a VR session lasted 20 minutes, ranging in delivery from one application to daily usage for a specified period.

The studies looked at environment-based and game-based immersive VR interventions.

Some were designed to relax the user ahead of medical treatment, e.g. with a combination of a nature walk and mindfulness meditation, and some engaged users by equipping them with specific skills or behaviours to help them cope better with their condition.

Pooling the study results showed that patients were happy to use immersive VR and that it helped those with cancer, dementia, cardiovascular disease, MS and kidney disease cope better with required medical treatments and the emotional impact of their condition.

The types of VR and procedures used varied widely across the included studies, and no one particular type emerged as noticeably more effective than any of the others.

But 13 of the 31 included studies were feasibility or pilot studies, and a further four were considered to have a high risk of bias.

Sample sizes were often small and not many studies included a comparison group, meaning that a degree of caution is required in interpreting these findings, emphasise the researchers.

Exactly how immersive virtual realities might exert their physical and psychological effects on patients still isn’t clear, they say.

The technology might be distracting and absorbing, or alter the user’s state of mind, thus reducing the subjective experience of pain and/or boosting their ability to cope with the physical and psychological impacts of their condition, suggest the researchers.

“These findings are promising in a population at risk of polypharmacy [taking more than one drug], and suggest immersive VR can offer a non-pharmacological intervention that is considered acceptable by clinicians, caregivers and patients,” they write.

“As VR systems become progressively more accessible, immersive VR interventions may begin to offer cost benefits compared with conventional pharmacological and non-pharmacological treatments,” they add.

Further research is needed to better understand how the technology works, if any particular type is more effective and under what circumstances, and what, if any, long-term effects there might be, they note.

But they conclude: “Our findings suggest that VR interventions are acceptable treatments that have the potential to improve physical and psychological consequences of physical illness.

“There is good quality research to suggest that these VR interventions are effective in reducing pain and distress, particularly among people with cancer.”

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