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.
Oyama, H., Kaneda, M., Katsumata, N., Akechi, T., & Ohsuga, M. (2000). Using the bedside wellness system during chemotherapy decreases fatigue and emesis in cancer patients. Journal of Medical Systems, 24, 173–182.
The study was a randomized, controlled trial. The intervention was a “Bedside Wellness System” (BSW) that included: a virtual world for 20 minutes, with three-dimensional sound, wide angle display screens, gentle breezes, aromatherapy, and synchronized foot movement devices. There were three scenes: a lake, a forest, and a country town. The control group interviewed before chemotherapy and the end of the trial.
The study was a randomized, controlled trial with pre-/posttests and two trials; both groups were subdivided into depressed versus nondepressed.
An insignificant effect on fatigue was found when comparing the pre-/posttests of the depressed and nondepressed subgroups in the control group, comparing between the trials, although the depressed control subgroup seemed to have greater fatigue after chemotherapy than the nondepressed subgroup. Statistical significance was found after the second test in the control group, and post second trial tests showed significance compared to the control; however, no significance was found when comparing the depressed versus nondepressed subgroups.
Oyama, H., Ohsuga, M., Tatsuno, Y., & Katsumata, N. (1999). Evaluation of the psycho-oncological effectiveness of the bedside wellness system. Cyberpsychology and Behavior, 2, 81–84.
The intervention consisted of a virtual reality immersion system and was a six- to seven-minute system trial that included: a wide three-screen LCD with stereo sound, a walking system for bedridden patients, scent with gentle breeze, and a vital signs monitor. Three scenarios were used: a typical park, a plateau, and a cherry blossom avenue in bloom.
This was a single-arm, pilot study.
The authors used their own fatigue scale (not described).
Of the patients, 16 were not fatigued, four were a little fatigued, one was fairly fatigued, and one had no answer.
Major
Minor
Schneider, S. M., Ellis, M., Coombs, W. T., Shonkwiler, E. L., & Folsom, L. C. (2003). Virtual reality intervention for older women with breast cancer. Cyberpsychology and Behavior, 6, 301–307.
In the virtual reality intervention (VRI), there were three scenarios from which to choose. Every patient was given a gift worth $10 at completion.
This was a crossover study, with the intervention either occurring during the first or second treatment.
Piper Fatigue Scale (PFS)
When compared to the treatment cycles in which no VRI was given, there was a statistically significant decrease in fatigue immediately following chemotherapy treatments in which women received the VRI. Two days after treatment, there was a trend toward lower fatigue scores, although the differences did not reach statistical significance.
Nursing time is needed for follow-up telephone calls.
Schneider, S. M., & Hood, L. E. (2007). Virtual reality: a distraction intervention for chemotherapy. Oncology Nursing Forum, 34, 39–46.
Virtual reality (VR) is a computer-simulated technique during which individuals wear a head-mounted device and become immersed in scenarios through visual and auditory stimuli that they manipulate. Patients wore a VR headset during an intravenous (IV) chemotherapy treatment and chose from the following scenarios:
Each scenario was long enough to last the entire length of the chemotherapy infusion (45–90 minutes). Patients were free to change scenarios at any time. During the control and VR conditions, patients sat in a reclining treatment chair. In the control condition, patients were free to participate in any activities they chose during treatment, such as watching television, talking with others, or reading. Patients were randomly assigned to receive the VR distraction intervention during one chemotherapy treatment and to receive the control (no intervention) during an alternate matched chemotherapy treatment. Outcomes were assessed at baseline (T1), immediately after chemotherapy (T2), and 48 hours postchemotherapy (T3).
Outpatient clinic at a comprehensive cancer center in southeastern United States
Patients were undergoing the active treatment phase of care.
The study used a randomized, crossover, within-subjects design with a:
Revised Piper Fatigue Scale (PFS)
The VR intervention did not improve fatigue outcomes. Although the treatment group experienced a greater decline than the control from T1 to T2, the difference did not reach statistical significance.
Schneider, S. M., Prince-Paul, M., Allen, M. J., Silverman, P., & Talaba, D. (2004). Virtual reality as a distraction intervention for women receiving chemotherapy. Oncology Nursing Forum, 31, 81–88.
The two-arm study included virtual reality, pre-/post second day tests, and three scenario choices for chemotherapy infusion. Patients were randomized to the first or second chemotherapy session to an approximately 45-minute intervention.
The study was a randomized, crossover trial.
There was a trend toward lower scores after the intervention, although the difference was not statistically significant.