Distraction: A game changer-A comparative interventional study in children aged between 4-7 years

Tanya Kakkar, P. Srivastava, B. Saraf, N. Sheoran, A. K. Khan, Pallavi Lakhanpal
{"title":"Distraction: A game changer-A comparative interventional study in children aged between 4-7 years","authors":"Tanya Kakkar, P. Srivastava, B. Saraf, N. Sheoran, A. K. Khan, Pallavi Lakhanpal","doi":"10.18231/j.jds.2023.006","DOIUrl":null,"url":null,"abstract":"Nowadays, various novel techniques have been documented to modify behaviour of the child and reduce dental anxiety in paediatric patients. Recently developed distraction methods have advancements that involve intellectual distraction games. This approach enables the clinicians to treat children with minimal resources and is readily accessible in the market. Several studies have also evaluated the productiveness of virtual reality (VR) as an audio-visual distraction aid in guiding anxious children. The aim of the present study was to compare and evaluate the effectiveness of virtual reality eyeglasses vs intellectual colored game as a distraction aid to reduce anxiety of children undergoing dental procedure.This was an in vivo interventional comparative study. A total sample of 90 children was selected aged between 4-7 years. They were randomly divided by chit method into three different groups with 30 children in each group: Group I (Control), Group II (VR) and Group III (ICG). Child’s anxiety level was assessed using a combination of physiological parameter (pulse rate and oxygen saturation) and behavioral measures including subjective assessment (Venham’s anxiety rating scale) and objective assessmemt (Facial Image Scale). Data was analysed using Statistical Package for Social Sciences (SPSS) version 21, IBM Inc.The study displayed a high statistically significant reduction in anxiety with VR & ICG Group when compared to Control group (p<0.001)Mental distraction (Intellectual coloured game) was proven to be a more promising distraction aid due to certain limitations of Virtual reality distraction.","PeriodicalId":379965,"journal":{"name":"Journal of Dental Specialities","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-03-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Dental Specialities","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18231/j.jds.2023.006","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

Nowadays, various novel techniques have been documented to modify behaviour of the child and reduce dental anxiety in paediatric patients. Recently developed distraction methods have advancements that involve intellectual distraction games. This approach enables the clinicians to treat children with minimal resources and is readily accessible in the market. Several studies have also evaluated the productiveness of virtual reality (VR) as an audio-visual distraction aid in guiding anxious children. The aim of the present study was to compare and evaluate the effectiveness of virtual reality eyeglasses vs intellectual colored game as a distraction aid to reduce anxiety of children undergoing dental procedure.This was an in vivo interventional comparative study. A total sample of 90 children was selected aged between 4-7 years. They were randomly divided by chit method into three different groups with 30 children in each group: Group I (Control), Group II (VR) and Group III (ICG). Child’s anxiety level was assessed using a combination of physiological parameter (pulse rate and oxygen saturation) and behavioral measures including subjective assessment (Venham’s anxiety rating scale) and objective assessmemt (Facial Image Scale). Data was analysed using Statistical Package for Social Sciences (SPSS) version 21, IBM Inc.The study displayed a high statistically significant reduction in anxiety with VR & ICG Group when compared to Control group (p<0.001)Mental distraction (Intellectual coloured game) was proven to be a more promising distraction aid due to certain limitations of Virtual reality distraction.
分心:游戏改变者——4-7岁儿童的比较干预研究
如今,各种新颖的技术已经被证明可以改变儿童的行为,减少儿科患者的牙科焦虑。最近开发的分散注意力的方法有了进步,包括智力分散游戏。这种方法使临床医生能够以最少的资源治疗儿童,并且在市场上很容易获得。一些研究也评估了虚拟现实(VR)作为视听分散帮助指导焦虑儿童的生产力。本研究的目的是比较和评估虚拟现实眼镜与智力彩色游戏作为分散注意力的辅助工具在减少牙科手术儿童焦虑方面的效果。这是一项体内介入性比较研究。共选取了90名年龄在4-7岁之间的儿童作为样本。采用chit法随机分为3组,每组30例:I组(Control)、II组(VR)和III组(ICG)。儿童的焦虑水平采用生理参数(脉搏率和血氧饱和度)和行为测量的组合进行评估,包括主观评估(Venham焦虑评定量表)和客观评估(面部图像量表)。使用IBM公司的社会科学统计软件包(SPSS)第21版对数据进行分析。研究显示,与对照组相比,VR和ICG组在焦虑方面有很高的统计学意义(p<0.001)。由于虚拟现实分心的某些局限性,精神分心(智力彩色游戏)被证明是一种更有前途的分心援助。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信