EconPapers    
Economics at your fingertips  
 

Eliciting Design Requirements of an XR Application Managing Pain and Stress for Pediatric Oncology Patients

Konstantinos Tagaras (), Niki Pandria, Sofia Reppou, Panagiotis D. Bamidis and Panagiotis E. Antoniou
Additional contact information
Konstantinos Tagaras: Aristotle University of Thessaloniki, Medical Physics & Digital Innovation Laboratory, School of Medicine, Faculty of Health Sciences
Niki Pandria: Aristotle University of Thessaloniki, Medical Physics & Digital Innovation Laboratory, School of Medicine, Faculty of Health Sciences
Sofia Reppou: Aristotle University of Thessaloniki, Medical Physics & Digital Innovation Laboratory, School of Medicine, Faculty of Health Sciences
Panagiotis D. Bamidis: Aristotle University of Thessaloniki, Medical Physics & Digital Innovation Laboratory, School of Medicine, Faculty of Health Sciences
Panagiotis E. Antoniou: Aristotle University of Thessaloniki, Medical Physics & Digital Innovation Laboratory, School of Medicine, Faculty of Health Sciences

A chapter in XR and Metaverse, 2026, pp 365-386 from Springer

Abstract: Abstract Pediatric oncology patients undergoing chemotherapy face significant physical and psychological challenges, including pain, anxiety, and fear. This work initiated from a study for design principles of an eXtended Reality (XR) application managing pain and stress in pediatric oncological patients. A focus group methodology was employed, involving eight stakeholders: psychologists, pediatric oncologists, medical doctors, education experts, and technologists. The discussion focused on target groups, treatment phases, intervention aims, and XR application features. Results identified three critical psychological factors requiring management: fear, anxiety, and pain. Two distinct patient groups emerged: children aged 6–12 years and adolescents aged 12–16 years, each requiring tailored interventions across two treatment phases: establishment of diagnosis and active treatment. Design principles include gamified education, psychoeducation through storytelling, immersive VR environments, peer connections via avatars, and mindfulness exercises. Findings demonstrated the need for a comprehensive, personalized platform of integrated digital interventions. Insights from this study support further evidence-based designs situated on patient needs and characteristics.

Keywords: Pediatric oncology; Extended reality; Pain management; Stress relief; Psychoeducation; Virtual worlds (search for similar items in EconPapers)
Date: 2026
References: Add references at CitEc
Citations:

There are no downloads for this item, see the EconPapers FAQ for hints about obtaining it.

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:spr:prbchp:978-3-032-11983-4_27

Ordering information: This item can be ordered from
http://www.springer.com/9783032119834

DOI: 10.1007/978-3-032-11983-4_27

Access Statistics for this chapter

More chapters in Springer Proceedings in Business and Economics from Springer
Bibliographic data for series maintained by Sonal Shukla () and Springer Nature Abstracting and Indexing ().

 
Page updated 2026-07-24
Handle: RePEc:spr:prbchp:978-3-032-11983-4_27