Virtual Reality Distraction for Needle-Related Pain and Distress in Children: A Multicenter Randomized Controlled Trial

分散注意力 随机对照试验 虚拟现实 医学 焦虑 苦恼 物理疗法 可视模拟标度 心理学 外科 临床心理学 计算机科学 人机交互 精神科 神经科学
作者
Marcin Czub,Elena R. Serrano‐Ibáñez,Joanna Piskorz,Rosa Esteve,Helena Lydon,Alicia E. López‐Martínez,Bertille Mullen,Carmen Ramírez‐Maestre,Caroline Heary,Conor O’Neill,Gloria Sainero,Juan Francisco Ruiz Escalera,Line Caes,Silvia Morales Murcia,Vincent McDarby,Brian E. McGuire
出处
期刊:Cyberpsychology, Behavior, and Social Networking [Mary Ann Liebert, Inc.]
卷期号:27 (6): 409-419 被引量:1
标识
DOI:10.1089/cyber.2023.0454
摘要

This international multicenter randomized controlled trial aimed to compare the effectiveness of virtual reality (VR) distraction with an identical non-VR game in reducing needle-related pain and anxiety in children undergoing venous blood draw. The study involved 304 children aged 5-9 years undergoing a blood draw procedure, randomly allocated to one of three groups: VR distraction, non-VR distraction, and control group (usual care). The distraction task was based on the Multiple Object Tracking (MOT) paradigm, and the game was identical in design and gameplay for both VR and non-VR distraction groups. The primary outcome was self-reported pain intensity using the Faces Pain Scale-Revised (FPS-R). Secondary outcomes included child distress, attention/distraction to the blood draw, and parent and medical staff satisfaction with procedure. Analyses were conducted using analysis of variance and multivariable linear regression models. The results showed that VR distraction and non-VR distraction performed similarly, showing large effect sizes compared with standard care. There was no significant difference between the two types of distraction. The study's findings suggest that VR and non-VR distraction are similarly effective in reducing needle-related pain and anxiety in children undergoing venous blood draw. This is the first well-powered study comparing modern VR distraction with an identical task displayed on a smartphone or monitor screen. The study's results have important implications for using VR in clinical settings and suggest that investing in expensive VR equipment for acute pain management may not be necessary. The study protocol was pre-registered on Open Science Framework at https://osf.io/frsyc.
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