Department of Obstetrics and Gynaecology, Monash University, Clayton, Australia.
Biorithm Pte Ltd, Singapore, Singapore.
J Med Internet Res. 2020 Nov 2;22(11):e17980. doi: 10.2196/17980.
BACKGROUND: Virtual reality is increasingly being utilized by clinicians to facilitate analgesia and anxiolysis within an inpatient setting. There is however, a lack of a clinically relevant review to guide its use for this purpose. OBJECTIVE: To systematically review the current evidence for the efficacy of virtual reality as an analgesic in the management of acute pain and anxiolysis in an inpatient setting. METHODS: A comprehensive search was conducted up to and including January 2019 on PubMed, Ovid Medline, EMBASE, and Cochrane Database of Systematic reviews according to PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. Search terms included virtual reality, vr, and pain. Primary articles with a focus on acute pain in the clinical setting were considered for the review. Primary outcome measures included degree of analgesia afforded by virtual reality therapy, degree of anxiolysis afforded by virtual reality therapy, effect of virtual reality on physiological parameters, side effects precipitated by virtual reality, virtual reality content type, and type of equipment utilized. RESULTS: Eighteen studies were deemed eligible for inclusion in this systematic review; 67% (12/18) of studies demonstrated significant reductions in pain with the utilization of virtual reality; 44% (8/18) of studies assessed the effects of virtual reality on procedural anxiety, with 50% (4/8) of these demonstrating significant reductions; 28% (5/18) of studies screened for side effects with incidence rates of 0.5% to 8%; 39% (7/18) of studies evaluated the effects of virtual reality on autonomic arousal as a biomarker of pain, with 29% (2/7) demonstrating significant changes; 100% (18/18) of studies utilized a head mounted display to deliver virtual reality therapy, with 50% being in active form (participants interacting with the environment) and 50% being in passive form (participants observing the content only). CONCLUSIONS: Available evidence suggests that virtual reality therapy can be applied to facilitate analgesia for acute pain in a variety of inpatient settings. Its effects, however, are likely to vary by patient population and indication. This highlights the need for individualized pilot testing of virtual reality therapy's effects for each specific clinical use case rather than generalizing its use for the broad indication of facilitating analgesia. In addition, virtual reality therapy has the added potential of concurrently providing procedural anxiolysis, thereby improving patient experience and cooperation, while being associated with a low incidence of side effects (nausea, vomiting, eye strain, and dizziness). Furthermore, findings indicated a head mounted display should be utilized to deliver virtual reality therapy in a clinical setting with a slight preference for active over passive virtual reality for analgesia. There, however, appears to be insufficient evidence to substantiate the effect of virtual reality on autonomic arousal, and this should be considered at best to be for investigational uses, at present.
背景:虚拟现实技术正逐渐被临床医生应用于住院环境中以实现镇痛和焦虑缓解。然而,目前缺乏相关的临床综述来指导其使用。
目的:系统综述虚拟现实作为一种镇痛手段在住院环境中治疗急性疼痛和焦虑缓解的疗效。
方法:根据 PRISMA(系统评价和荟萃分析的首选报告项目)指南,对 PubMed、Ovid Medline、EMBASE 和 Cochrane 系统评价数据库进行了全面检索,检索时间截至 2019 年 1 月。检索词包括虚拟现实、vr 和疼痛。纳入了关注临床环境中急性疼痛的原发性研究。主要结局指标包括虚拟现实治疗提供的镇痛程度、虚拟现实治疗提供的焦虑缓解程度、虚拟现实对生理参数的影响、虚拟现实引起的副作用、虚拟现实内容类型和使用的设备类型。
结果:纳入了 18 项符合条件的研究;67%(12/18)的研究表明,使用虚拟现实技术可显著减轻疼痛;44%(8/18)的研究评估了虚拟现实对程序焦虑的影响,其中 50%(4/8)的研究显示显著减轻;28%(5/18)的研究筛查了副作用,发生率为 0.5%至 8%;39%(7/18)的研究评估了虚拟现实作为疼痛生物标志物对自主唤醒的影响,其中 29%(2/7)显示出显著变化;100%(18/18)的研究使用头戴式显示器提供虚拟现实治疗,其中 50%为主动式(参与者与环境互动),50%为被动式(参与者仅观察内容)。
结论:现有证据表明,虚拟现实疗法可应用于各种住院环境,以促进急性疼痛的镇痛。然而,其效果可能因患者人群和适应证而异。这突出表明,需要针对每个具体的临床应用案例对虚拟现实疗法的效果进行个体化的初步测试,而不是将其普遍用于广泛的促进镇痛适应证。此外,虚拟现实疗法还有助于同时提供程序焦虑缓解,从而改善患者体验和合作,同时副作用发生率较低(恶心、呕吐、眼疲劳和头晕)。此外,研究结果表明,在临床环境中应使用头戴式显示器提供虚拟现实治疗,轻度偏好主动式虚拟现实而非被动式虚拟现实用于镇痛。然而,目前还没有足够的证据来证实虚拟现实对自主唤醒的影响,目前最好将其视为用于研究目的。
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