Subscribe
The latest psychology and neuroscience discoveries.
My Account
  • Mental Health
  • Social Psychology
  • Cognitive Science
  • Psychopharmacology
  • Neuroscience
  • About
No Result
View All Result
PsyPost
PsyPost
No Result
View All Result
Home Exclusive Virtual Reality

VR therapy brings moments of joy and pain relief to palliative care patients

by Tobias Loetscher and Gregory Crawford
April 13, 2024
in Virtual Reality
(Photo credit: Adobe Stock)

(Photo credit: Adobe Stock)

Share on TwitterShare on Facebook
Follow PsyPost on Google News

People in palliative care are dealing with serious, non-curable illness. Every day can be filled with severe physical, psychological and emotional pain.

Palliative care staff work hard to help make patients as comfortable as possible and provide strong emotional support. Meaningful activities can help but patients often aren’t well enough to do the things they really love, such as travel. We wondered whether virtual reality (VR) could help.

To find out, we supported 16 palliative care patients in an acute ward to do three 20-minute VR sessions, and asked them how they felt before and after each one.

Our study, published this week in the journal BMJ Supportive & Palliative Care, found more than 50% of patients experienced clinically meaningful reductions in symptoms such as pain and depression immediately after a 20-minute VR session.

Importantly, though, some also told us it didn’t help or that they felt unwell after using it. This shows taking a nuanced approach to using VR in palliative care is crucial.

What we did

VR involves using a headset to create an immersive experience that feels 3D, often accompanied by music or realistic sound effects. This computer-generated environment can feel incredibly close to reality.

Previous research has looked at VR use in palliative care but we were especially interested in finding out if personalised VR sessions were associated with meaningful changes in pain and depression symptoms.

Personalised VR means each person experiences content that is meaningful to that individual. So rather than asking patients to choose, for example, between a rainforest and a beach VR experience, we interviewed the patients before their sessions to gauge their interests and create a VR session tailored to them.

For example, one person said they wanted a VR experience that allowed them to explore Paris again. Others had migrated to Australia from the UK so they asked for VR experiences that brought them back to the country where they were born. One person was a big fan of Star Wars, so we provided a VR Star Wars game.

For our study, we asked 16 palliative care patients from an acute ward in a South Australian hospital to participate in three VR sessions using a headset that is now known as Meta Quest 2. The participants, who ranged in age from 48 to 87 years old, used the headset for around 20 minutes per session. The primary VR applications we used were Wander and YouTube VR.

We asked each participant about their emotional and physical symptoms before and after each session.

What we found

We found just 20 minutes of VR immersion could immediately reduce the participants’ subjective feelings of both physical pain and emotional pain (such as depression). At least half of the participants reported significant relief after a single session. After one session, two out of three participants reported relief.

One person told us:

When the service is finished you feel like you’re floating. [It takes a] weight off your shoulders.

Another said:

Well, I’d rather lie here thinking about a fish swimming [or] a Willy Nelson concert than be dying […] I enjoyed it.

One participant told us:

Oh, it’s just amazing, it was nothing like I expected […] it takes you from this world into another beautiful world.

A different person said:

[…] by the time you get to where I am, there’s things you think of, ‘I wish I’d done this, I wish I’d had the chance to have been able to do that’ and then this offers you that experience to have just about feel like you’ve been there.

While the benefits of VR were profound for some, they were not universal.

Some participants reported feeling worse after the VR sessions.

One person said the headset felt too heavy on their cheekbone, another said they experienced nausea after using the VR.

Where to from here?

We and others have now collected good evidence VR can be a helpful palliative care therapy for some patients – but not all. It is not a universal remedy.

More research is needed to better understand which patients will benefit the most from VR and how we can best use it. It’s also worth remembering skilled staff need to be on hand to support a patient to use VR; it’s no good just buying a VR set and expecting patients to use it on their own.

Our study, while limited, shows VR therapy may in some cases have a role to play to help palliative care patients experience moments of joy and comfort despite the seriousness of their illness.The Conversation

 

This article is republished from The Conversation under a Creative Commons license. Read the original article.

TweetSendScanShareSendPinShareShareShareShareShare

RELATED

Ketamine repairs reward circuitry to reverse stress-induced anhedonia
Anxiety

Virtual reality meditation eases caregiver anxiety during pediatric hospital stays, with stronger benefits for Spanish speakers

July 9, 2025

Researchers at Stanford found that a six-minute guided meditation delivered through a VR headset lowered anxiety levels in parents of hospitalized children. The intervention outperformed standard relaxation methods, with Spanish-speaking caregivers experiencing the greatest benefit.

Read moreDetails
Diets high in fat and sugar appear to harm cognitive function
Cognitive Science

Diets high in fat and sugar appear to harm cognitive function

May 10, 2025

Consuming a Western-style diet packed with sugar and saturated fats may hurt your brain, not just your waistline. A new study shows poorer performance on spatial memory tasks among people with diets high in processed, unhealthy foods.

Read moreDetails
AI model predicts adult ADHD using virtual reality and eye movement data
ADHD

AI model predicts adult ADHD using virtual reality and eye movement data

April 29, 2025

A novel virtual reality test has shown promise in identifying adult ADHD by tracking attention, eye movement, and behavior in a simulated seminar room.

Read moreDetails
New study: Playing “Beat Saber” VR game enhances mental function in sedentary students
Cognitive Science

New study: Playing “Beat Saber” VR game enhances mental function in sedentary students

March 26, 2025

A new study shows that playing virtual reality games can boost brain power in sedentary female students.

Read moreDetails
Stimulating the vagus nerve reduces susceptibility to body illusions, study finds
Cognitive Science

Stimulating the vagus nerve reduces susceptibility to body illusions, study finds

March 25, 2025

New research shows vagus nerve stimulation can change how people experience their bodies, making them less fooled by illusions.

Read moreDetails
Painful thoughts disrupt the feeling of owning one’s body, virtual reality study finds
Virtual Reality

Painful thoughts disrupt the feeling of owning one’s body, virtual reality study finds

March 23, 2025

Virtual reality research finds that thinking of a virtual body in pain makes people feel less connected to it, offering clues into self-perception and depersonalization.

Read moreDetails
New virtual reality platform helps users overcome public speaking anxiety — and it’s free
Anxiety

New virtual reality platform helps users overcome public speaking anxiety — and it’s free

March 16, 2025

A new study suggests that a virtual reality platform can help people overcome public speaking anxiety. After just one 30-minute session, participants felt less anxious and more confident.

Read moreDetails
Virtual reality study investigates how sound impacts balance performance
Cognitive Science

Virtual reality study investigates how sound impacts balance performance

February 25, 2025

New VR research challenges assumptions about sound and balance. Headphones didn't slow reaction times, and complex sound simulation wasn't superior. Crucially, helpful sound cues improved balance accuracy whether from headphones or speakers.

Read moreDetails

SUBSCRIBE

Go Ad-Free! Click here to subscribe to PsyPost and support independent science journalism!

STAY CONNECTED

LATEST

Neuroscientists shed new light on how heroin disrupts prefrontal brain function

New research identifies four distinct health pathways linked to Alzheimer’s disease

A surprising body part might provide key insights into schizophrenia risk

Religious belief linked to lower anxiety and better sleep in Israeli Druze study

A common vegetable may counteract brain changes linked to obesity

Massive psychology study reveals disturbing truths about Machiavellian leaders

Dementia: Your lifetime risk may be far greater than previously thought

Psychopathic tendencies may be associated with specific hormonal patterns

         
       
  • Contact us
  • Privacy policy
  • Terms and Conditions
[Do not sell my information]

Welcome Back!

Login to your account below

Forgotten Password?

Retrieve your password

Please enter your username or email address to reset your password.

Log In

Add New Playlist

Subscribe
  • My Account
  • Cognitive Science Research
  • Mental Health Research
  • Social Psychology Research
  • Drug Research
  • Relationship Research
  • About PsyPost
  • Contact
  • Privacy Policy