Affiliation:
1. MedStar Health Research Institute Hyattsville Maryland USA
2. Georgetown University School of Medicine Washington District of Columbia USA
3. Roswell Park Comprehensive Cancer Center Buffalo New York USA
Abstract
AbstractBackgroundHospitalized patients with cancer often experience acute and/or chronic pain. Although virtual reality (VR) has been extensively studied across a wide range of clinical settings, no studies have yet evaluated potential impact on pain management in this patient population.MethodsProspective randomized controlled trial at an urban academic hospital comparing VR against an active control to mitigate moderate‐severe cancer disease and treatment‐related pain.ResultsA total of 128 adult hospitalized patients with cancer (any tumor type) were randomized to 10 minutes of immersive VR distraction therapy or 10 minutes of two‐dimensional guided imagery distraction therapy delivered by handheld tablet. Participants in the two arms were similar in age, sex, race, presence of metastatic disease, concurrent pain specialist consultation, and baseline opioid use. Although both groups experienced improved self‐reported pain scores (primary outcome), those randomized to VR experienced significantly greater reduction in pain immediately after intervention compared with active control (p = .03). This difference was sustained for 24 hours as well (p = .004). Within‐group analysis showed significant improvement in VR arm of pain bothersomeness (p = .05) and general distress (p = .03) as well.ConclusionAmong hospitalized adult patients with moderate‐severe pain related to cancer and cancer therapies, VR provided more nonpharmacologic pain relief than active control and this benefit sustained long after conclusion of the intervention.Plain Language Summary
Virtual reality (VR), a developing technology that immerses the user in new environments, has been shown to improve pain in different patient populations.
To test the role of VR in improving pain in hospitalized patients with cancer who report moderate‐severe pain, we compared the impact of a 10‐minute immersive VR intervention to that of a 10‐minute two‐dimensional guided imagery experience to improve self‐reported pain scores.
We found that, although both interventions improved pain, VR did so significantly more. Moreover, participants assigned to VR had sustained improvement in pain 24 hours later.