
Virtual reality could become new treatment tool for cancer pain and anxiety, meta-analysis finds
Key Takeaways
- Meta-analysis of 13 RCTs (2002–2024; eight countries) found VR reduced pain (SMD −0.76) and anxiety (SMD −1.53), largely measured immediately after intervention.
- Procedural contexts (e.g., port access, venipuncture, lumbar puncture) and pediatric use showed the most reproducible benefits, often with single ≤10-minute sessions for anxiety.
A meta-analysis of 13 trials and 969 patients saw some short-term reductions in cancer-related pain and anxiety, especially during procedures, when using VR.
Virtual reality may give patients with cancer short-term relief from pain and anxiety, according to a meta-analysis published in
The study was co-led by Jiaojaio Zhang, Ph.D., and Yi Chen, Ph.D., RN, both of the School of Nursing at Fudan University in Shanghai, China.
Pain and anxiety are common among patients with cancer. Symptoms are often hard to manage and can complicate care. Approximately 70% of cancer patients experience pain and up to 65% have anxiety symptoms, with more than half receiving inadequate management, the authors wrote in the study.
“Pain may make cancer treatment more challenging, while anxiety can make procedures and symptoms feel more overwhelming,” Zhang said in a
What the VR meta-analysis found for cancer pain and anxiety
The research team searched nine databases and included 13 randomized controlled trials involving 969 patients from eight countries, published between 2002 and 2024.The trials enrolled adults and children and tested headset-based immersive VR as well as screen-based systems such as Xbox Kinect, with sessions lasting 3 to 45 minutes.
In the 12 trials that measured pain (909 participants), VR was associated with a statistically significant reduction compared with control conditions, with a standardized mean difference (SMD) of −0.76. In the seven trials that measured anxiety (572 participants), VR was also associated with a significant reduction (SMD, −1.53). Both analyses relied mainly on assessments taken immediately after the intervention.
Findings were more consistent in procedural settings, such as port accesses, blood draws and lumbar punctures, and among children, the authors reported. The three pediatric trials in the anxiety analysis each used a single VR session of 10 minutes or less.
How VR compared with iPad distraction for cancer pain
VR was associated with greater pain reduction than usual care or pharmacological care alone. But in the four trials that used iPad-based 2D distraction as the comparator, the iPad groups saw comparable or greater pain reductions, and three of those trials took place in hospital wards or patients’ homes.
The authors described these subgroup analyses as exploratory and said the available evidence cannot determine whether VR outperforms other distraction-based approaches. They called for adequately powered head-to-head trials.
Why the evidence for VR in oncology remains limited
The researchers rated the certainty of evidence for both outcomes as low under the GRADE framework. Most included trials were judged at high risk of bias, largely because participants and outcome assessors were not blinded and pain and anxiety were self-reported. Heterogeneity across trials was also substantial.
Safety data were sparse. Only one trial documented symptoms such as dizziness or cybersickness, at rates comparable between the VR and iPad groups, which the authors said is not enough to reliably assess the safety profile of VR.
“Larger and better-designed trials are needed to understand which patients benefit most, how VR should be delivered, and how safe and acceptable it is in routine care,” Zhang said. “Future studies should systematically monitor and report adverse events to better understand the safety and tolerability of VR in oncological settings.”
What VR reimbursement looks like for payers
Coverage remains a hurdle for VR therapeutics. In 2023, CMS created
The code can apply to other platforms that meet its requirements, but it covers a combined device and pre-programmed software rather than software alone, according to a
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