Background: Although cancer patients are living longer, the numerous physical and psychological outcomes of cancer can still be burdensome. Pain, anxiety, depression, and decreased quality of life are symptoms that are highly impacted by cancer. The availability of modalities to cope with these symptoms is critical. Virtual reality-based interventions have been used among patients with cancer, but their effects on pain, anxiety, depression, and quality of life remain unclear.
Objective: To determine the efficacy of virtual reality-based interventions on pain, anxiety, depression, and quality of life among cancer patients and to assess the efficacy of different contents and duration.
Methods: Nine databases were retrieved from inception to July 31, 2024. The methodological quality was evaluated via the Cochrane Risk of Bias 2.0 tool. Data synthesis was conducted with Stata version 16.0, and sensitivity analysis and subgroup analysis were also performed.
Results: Virtual reality-based interventions can soothe pain and anxiety. Subgroup analysis revealed that interventions focused on playing games and watching videos were effective at reducing pain. In addition, enjoying landscapes, receiving treatment-related health education, and watching videos were effective at decreasing anxiety; moreover, short-term (≤6 weeks) interventions were effective at relieving pain.
Conclusions: Virtual reality-based interventions are effective at decreasing pain and anxiety. The contents and duration of the intervention had an impact on their effectiveness.
Implications For Nursing Practice: Symptom management is a paramount aspect of clinical cancer care. In daily oncology nursing, we encourage nurses to utilize the benefits of virtual reality-based interventions to improve cancer patients' experience with medical treatment.
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http://dx.doi.org/10.1097/NCC.0000000000001430 | DOI Listing |
BMC Psychiatry
December 2024
Centro de Investigación Biomédica en Red de Enfermedades Respiratorias (CIBERES), Instituto de Salud Carlos III, Madrid, Spain.
Background: Experiencing a critical illness may be a stressful life event that is also associated with cognitive dysfunction during and after the intensive care unit (ICU) stay. A deep-tech solution based on non-immersive virtual reality, gamification and motion capture called Rehabilitation Gaming System for Intensive Care Units (RGS-ICU) has been developed that includes both cognitive stimulation and relaxation protocols specifically designed for patients with critical illness. This study aims to evaluate whether the cognitive and relaxation protocols of the RGS-ICU platform are 1) effective in improving neuropsychological outcomes during and after ICU stay and 2) safe for patients with critical illness.
View Article and Find Full Text PDFProsthet Orthot Int
December 2024
Graduate School of Biomedical & Health Sciences, Hiroshima University, Hiroshima, Japan.
Background: Conventional myoelectric prostheses (myo-prostheses) training involves repetitive grasping and manipulation training, which requires considerable training time. It is necessary to develop a short and efficient myo-prostheses training. This study aimed to verify the immediate and sustained effects of action observation and motor imagery (AOMI) using virtual reality (VR) on myo-prostheses control and clarify the effect of visual feedback of electromyogram (EMG) signals during AOMI using VR.
View Article and Find Full Text PDFSimul Healthc
December 2024
From the School of Health and Rehabilitation Sciences (L.M., E.S.P.), College of Medicine, The Ohio State University, Columbus, OH; Unveil, LLC (C.S., L.G.M.), Cincinnati, OH; Department of Emergency Medicine (C.E.S.M.), College of Medicine, The Ohio State University, Columbus, OH; and Department of Integrated Systems Engineering (T.T.A.), College of Engineering, The Ohio State University, Columbus, OH.
Introduction: Medical students find translating lessons from traditional lectures to caring for trauma patients challenging. We assess whether adding video-based virtual flashcards and videos of augmented reality-based trauma patients in an online learning environment improves performance.
Methods: We performed a between-subject experimental study.
Geroscience
December 2024
Department of Health Policy and Management, School of Public Health, Peking University, Beijing, 100191, P.R. China.
Digital technology interventions (DTIs) are seen as promising interventions to prevent or delay cognitive decline in older adults, yet evidence from reviews is not conclusive. The aim of this study is to explore the effectiveness of DTIs in improving older adults' cognitive function while taking study design and intervention characteristics as moderators. We searched the PubMed, Embase, CINAHL, PsycINFO, and Scopus databases up to May 26, 2023.
View Article and Find Full Text PDFHealthcare (Basel)
November 2024
Department of Oriental Neuropsychiatry, College of Korean Medicine, Daejeon University, Daejeon 34520, Republic of Korea.
Background: Hwa-Byung is a culturally bound syndrome prevalent in Korea, characterized by intense emotional distress and physical symptoms related to suppressed anger. Patients frequently report experiencing chest tightness, heat sensations, and globus pharyngeus (the sensation of a lump in the throat). These physical symptoms often accompany psychological distress and can exacerbate the sense of frustration and helplessness associated with the condition.
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