Effectiveness Not Established

Virtual Reality

for Depression

Virtual reality refers to a computer-simulated environment with sensual stimuli and interactive software and hardware that can create the feeling of physical presence in an imaginary environment.  Virtual reality has been evaluated as a distractive intervention to prevent chemotherapy-induced nausea and vomiting (CINV) in patients with cancer and for its effect on anxiety.

Research Evidence Summaries

Li, W.H., Chung, J.O., & Ho, E.K. (2011). The effectiveness of therapeutic play, using virtual reality computer games, in promoting the psychological well-being of children hospitalised with cancer. Journal of Clinical Nursing, 20, 2135–2143.

Study Purpose

To examine the effectiveness of play, consisting of virtual reality computer games, in reducing anxiety and symptoms of depression in children hospitalized for cancer treatment

Intervention Characteristics/Basic Study Process

Children hospitalized for cancer treatment were invited to participate in the study. Patients received 30 minutes of a play intervention, consisting of virtual reality gaming, five days per week. Play was in a small-group setting that included no more than four patients. A historical comparison group was used in the study. Study measures were obtained at hospital admission and at day 7.

Sample Characteristics

  • The study reported on a sample of 122 pediatric patients.
  • Patient age range was 8–16 years.
  • The sample was 53% male and 47% female.
  • Most patients had leukemia or lymphoma and were undergoing inpatient treatment.
  • At baseline, patients had high anxiety and depression scores.

Setting

  • Single site
  • Inpatient setting
  • China

Phase of Care and Clinical Applications

  • Phase of care: active antitumor treatment
  • Clinical application: pediatrics

Study Design

 Prospective, single-blind trial with historical control comparison

Measurement Instruments/Methods

  • State-Trait Anxiety Inventory for Children
  • Center for Epidemiological Studies Depression Scale for Children

Results

ANOVA showed a main effect for time, suggesting significantly lower anxiety and depression symptoms in the group that participated in the play intervention. There were no significant differences in baseline scores between groups. In both groups, anxiety scores declined between baseline and day 7.

Conclusions

Play involving virtual reality may reduce symptoms of depression in children hospitalized for cancer treatment.

Limitations

  • The study had risk of bias due to no random assignment and no appropriate attentional control condition.
  • Several age groups were involved. The study did not include subgroup analysis, to see if effects varied in different age and education groups.

Nursing Implications

Findings suggest that use of virtual reality play may help pediatric inpatients being treated for cancer. Further well-designed research in this area is warranted. It is unclear if virtual reality is more effective than other means of distraction.

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