Virtual Reality for Acute Lymphoblastic Leukemia
(VIRALL Trial)
What You Need to Know Before You Apply
What is the purpose of this trial?
This trial tests whether virtual reality (VR) can help manage pain and anxiety during spinal taps for children and adolescents with acute lymphoblastic leukemia (ALL), potentially replacing general anesthesia. The VR approach combines a headset for an immersive experience with local anesthesia and optional anti-anxiety medication. This method could serve as a safer alternative to general anesthesia, which has been linked to long-term brain function issues. Children aged 7 and older, in the maintenance phase of their ALL treatment with two cycles remaining, may be suitable for this study. As an unphased trial, this study provides a unique opportunity to explore innovative pain management techniques that could enhance the quality of life for young patients.
Will I have to stop taking my current medications?
The trial protocol does not specify whether you need to stop taking your current medications. However, since the focus is on using virtual reality instead of general anesthesia, it seems unlikely that you would need to stop other medications.
What prior data suggests that virtual reality is safe for managing pain and anxiety in children with acute lymphoblastic leukemia?
Research has shown that virtual reality (VR) in medical settings can be safe and beneficial. For children with acute lymphoblastic leukemia (ALL), VR has improved balance and movement, indicating it can assist without causing harm.
While specific safety data for VR use during spinal procedures in ALL is lacking, it has been safely applied in other cancer treatments. This suggests it could safely manage pain and anxiety during spinal taps. VR might also reduce the need for general anesthesia, which can impact brain function over time.
Overall, VR appears to be a well-tolerated option for helping children feel more comfortable during medical procedures.12345Why are researchers excited about this trial?
Researchers are excited about using virtual reality (VR) for managing pain and anxiety in children with acute lymphoblastic leukemia because it offers a non-invasive alternative to general anesthesia, which is the standard of care. Unlike traditional methods that rely heavily on drugs like propofol, VR immerses patients in a calming virtual environment, potentially reducing the need for medication. This innovative approach could minimize side effects associated with anesthesia and provide a more engaging, less stressful experience for young patients during procedures.
What evidence suggests that virtual reality is effective for managing pain and anxiety in children with acute lymphoblastic leukemia?
Studies have shown that virtual reality (VR) can effectively reduce anxiety and pain in children undergoing medical procedures. In this trial, one group of participants will receive VR therapy to manage discomfort during lumbar punctures, a procedure to collect spinal fluid, by providing an engaging distraction. Research indicates that VR can serve as a non-medical tool to reduce the need for general anesthesia, which may cause long-term side effects like problems with brain function. Additionally, VR has improved balance and movement in children with acute lymphoblastic leukemia (ALL), suggesting wider health benefits. These findings support VR's potential as a safe and effective alternative for managing the stress of medical treatments in children with ALL.12467
Are You a Good Fit for This Trial?
This trial is for children and adolescents over 7 years old with acute lymphoblastic leukemia (ALL) who are in the maintenance phase of treatment. They must be scheduled to receive spinal taps as part of their therapy but cannot participate if they have conditions that make VR use unsafe or have had previous adverse reactions to local anesthesia or anti-anxiety medications.Inclusion Criteria
Exclusion Criteria
Timeline for a Trial Participant
Screening
Participants are screened for eligibility to participate in the trial
Treatment
Participants receive intrathecal chemotherapy with pain and anxiety management using VR, local anesthesia, and optional anxiolytics during lumbar punctures
Follow-up
Participants are monitored for feasibility and acceptability of VR as an alternative to general anesthesia
What Are the Treatments Tested in This Trial?
Interventions
- Virtual Reality
Trial Overview
The study is testing whether using a Virtual Reality headset, along with local anesthesia and optional anti-anxiety medication, can effectively manage pain and anxiety during spinal taps, as an alternative to general anesthesia.
How Is the Trial Designed?
2
Treatment groups
Experimental Treatment
Active Control
Pain and anxiety management in this arm will include: topical numbing cream 30 minutes prior to the scheduled procedure, option for a 0.05mg/kg (max 2 mg) oral/IV dose of lorazepam. VR headsets will be donned. After sterile cleaning of the lumbar spine area, lidocaine will be injected between L3-4 or L4-5 for local anesthetic. A 22-gauge needle of appropriate length (1.5, 2.5, 3.5 inch) will be used to access the intrathecal space. Cerebral spinal fluid will be collected for evaluation (standard procedure) and IT chemotherapy will be administered.
Pain and anxiety in this arm will be managed with general anesthesia, usually propofol, which is the current standard of care at Children's National Hospital.
Virtual Reality is already approved in United States for the following indications:
- Functional Dyspepsia
- Irritable Bowel Syndrome (IBS)
- Gastroparesis
Find a Clinic Near You
Who Is Running the Clinical Trial?
Children's National Research Institute
Lead Sponsor
Rally Foundation for Childhood Cancer Research
Collaborator
Rally Foundation for Childhood Cancer Research
Collaborator
Published Research Related to This Trial
Citations
Virtual Reality During Lumbar Punctures in Acute ...
Over 90% of children and adolescents diagnosed with acute lymphoblastic leukemia (ALL) will survive long term. Part of the successful treatment ...
Virtual reality as a non-medical tool in the treatment of anxiety ...
Our aim was to determine the effectiveness of virtual reality in reducing anxiety and pain in patients between 9 and 12 years old in the ...
3.
journals.lww.com
journals.lww.com/indianjcancer/fulltext/2024/61010/effectiveness_of_a_smartphone_based_virtual.30.aspxEffectiveness of a smartphone-based virtual reality...
The study concluded that a 2-week smartphone-based VR intervention is effective in improving balance and functional mobility in children with ALL.
Virtual Reality for Acute Lymphoblastic Leukemia
Over 90% of children and adolescents diagnosed with acute lymphoblastic leukemia (ALL) will survive long term. Part of the successful treatment that ...
Evaluation the effectiveness of immersive VR-assisted ...
Results of evaluation of neurometabolic and rehabilitation therapy for vincristine polyneuropathy in children with acute lymphoblastic leukemia.
Virtual Reality–Based Exercise Rehabilitation in Cancer ...
Using these models and devices, VRER was mostly applied in patients with breast cancer (14/25, 56%), leukemia (8/25, 32%), and lung cancer (3/25, 12%).
Virtual Reality During Lumbar Punctures in Acute ...
Over 90% of children and adolescents diagnosed with acute lymphoblastic leukemia (ALL) will survive long term.
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