📝 Study Overview: This week, we explore the study by Abdelmoniem Ibrahim et al., Using Virtual Reality Pablo Gaming in the Post-Operative Rehabilitation of Breast Cancer Patients: Randomized Controlled Trial (Journal of Clinical Medicine, 2024). The study investigates how integrating the Pablo gaming system, a VR-based rehabilitation tool, into standard therapy can improve outcomes such as pain, function and psychological well-being for breast cancer patients recovering from surgery.
🔗 Read the full study here:https://pubmed.ncbi.nlm.nih.gov/39768532/
⚙️ Study Methodology:
- Participants: 40 post-mastectomy patients (Stage I–II breast cancer).
- Intervention: Both groups received standard therapy, but the VR group also used Pablo gaming for 15 minutes per session, three times a week, over eight weeks.
- Outcomes Measured: Pain, fatigue, anxiety, hand grip strength, wrist range of motion (ROM), and activities of daily living (ADLs).
🔍 Key Insights:
Pain Management:
- The VR group (Pablo gaming + standard therapy) experienced a significant reduction in pain intensity compared to the control group (standard therapy only).
- Post-intervention: Mean VAS (Pain Score): 4.33 (VR group) vs. 5.26 (Control).
- Follow-up: Mean VAS: 2.71 (VR group) vs. 4.42 (Control).
- VR’s immersive and gamified environment helped reduce pain perception, making rehabilitation more engaging and effective.
Physical Function Improvements:
- Enhanced hand grip strength and wrist range of motion were observed in the VR group compared to the control group.
- Grip strength at follow-up: 23.71 (VR group) vs. 18.89 (Control).
- ROM (Flexion) at follow-up: 87.43° (VR group) vs. 83.74° (Control).
Psychological Benefits:
- Anxiety and fatigue levels showed greater improvement in the VR group.
- Anxiety scores (State Anxiety Inventory): Reduced by 11.24 points in VR group vs. 4.37 points in Control.
- Fatigue levels (Multidimensional Fatigue Inventory): Reduced by 22.33 points in VR group vs. 10.73 points in Control.
Activities of Daily Living (ADLs):
- Patients in the VR group reported better independence in daily tasks as measured by the Barthel Index.
- Post-treatment: 79.76 (VR group) vs. 72.63 (Control).
- Follow-up: 86.19 (VR group) vs. 75.00 (Control).
💭 Reflections & Personal Take:
It’s amazing how something as simple as playing a game can make such a difference in recovery. The Pablo gaming system didn’t just reduce pain; it gave patients a way to engage with their rehabilitation in a positive and motivating way. This study shows that healing isn’t only about physical improvement—it’s also about helping people feel better emotionally and regain a sense of control. VR is more than just technology; it’s a way to make the process of recovery feel a little lighter and more hopeful.
🔮 Looking Forward:
This study opens exciting possibilities. How long do the benefits of VR last? Could it help patients undergoing other types of surgeries? And perhaps most importantly, could it reduce reliance on pain medications, offering a safer, more holistic recovery? With further research and refinement, systems like Pablo could become a game-changer in rehabilitation; helping patients heal with less pain, fewer drugs and more confidence in their journey toward recovery.
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This article was originally published on vrforhealth