Efficiency of immersive virtual reality game technology on pain management in children with limb fractures: A randomized controlled trial.

IF 2.1 4区 医学 Q2 NURSING
Fan Bai, Yuan Xue, Qian Zhang, Hong Cheng, Jinli Guo
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引用次数: 0

Abstract

Background: Children with fractured limbs usually have moderate to high pain, and distraction can help reduce their pain and anxiety. Virtual reality technology is an emerging method of distraction. We investigated whether the use of immersive virtual reality gaming technology to treat perioperative pain in children with school-age limb fractures effectively.

Method: Ninty-nine patients who had limb fracture surgery between October 2021 and September 2022 were randomly assigned to receive immersive virtual reality game therapy (Group A), non-immersive virtual reality game therapy (Group B), or conventional treatment group (Group C). Changes in pain, anxiety, fear, and biochemical markers were assessed at various time points in the three groups using subjective and objective rating scales.

Results: Both Group A and Group B consistently showed lower pain scores, fear levels, and anxiety levels compared to Group C after surgery, statistical analysis revealed significant differences among the three groups (p < 0.001). Additionally,serum levels in group A were significantly lower than those in other groups, showing a notable statistical discrepancy (p < 0.001).

Conclusion: Both immersive and non-immersive virtual reality gaming significantly reduce perioperative pain, fear, and anxiety in children with limb fractures, and have practical significance for pain management of pediatric orthopedic patients. Immersive virtual reality, however, appears to have a more pronounced effect.

Clinical trial registration: The trial was registered prior to patient enrollment at the Chinese Clinical Trial Registry(ChiCTR210004583).

背景:四肢骨折的儿童通常有中度到高度疼痛,分散注意力有助于减轻他们的疼痛和焦虑。虚拟现实技术是一种新兴的分散注意力的方法。我们研究了使用沉浸式虚拟现实游戏技术治疗学龄期四肢骨折儿童围手术期疼痛是否有效:方法:将 2021 年 10 月至 2022 年 9 月期间接受四肢骨折手术的 99 名患者随机分配至沉浸式虚拟现实游戏治疗组(A 组)、非沉浸式虚拟现实游戏治疗组(B 组)或常规治疗组(C 组)。使用主观和客观评分量表评估三个组在不同时间点的疼痛、焦虑、恐惧和生化指标的变化:结果:与 C 组相比,A 组和 B 组在手术后的疼痛评分、恐惧水平和焦虑水平都较低,统计分析显示三组之间存在显著差异(P 结论:A 组和 B 组在手术后的疼痛评分、恐惧水平和焦虑水平都较低,统计分析显示三组之间存在显著差异:沉浸式和非沉浸式虚拟现实游戏都能显著减轻四肢骨折儿童围手术期的疼痛、恐惧和焦虑,对小儿骨科患者的疼痛治疗具有实际意义。不过,沉浸式虚拟现实的效果似乎更为明显:该试验已在中国临床试验注册中心注册(ChiCTR210004583)。
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来源期刊
CiteScore
3.70
自引率
8.30%
发文量
291
审稿时长
65 days
期刊介绍: Official Journal of the Society of Pediatric Nurses and the Pediatric Endocrinology Nursing Society (PENS) The Journal of Pediatric Nursing: Nursing Care of Children and Families (JPN) is interested in publishing evidence-based practice, quality improvement, theory, and research papers on a variety of topics from US and international authors. JPN is the official journal of the Society of Pediatric Nurses and the Pediatric Endocrinology Nursing Society. Cecily L. Betz, PhD, RN, FAAN is the Founder and Editor in Chief. Journal content covers the life span from birth to adolescence. Submissions should be pertinent to the nursing care needs of healthy and ill infants, children, and adolescents, addressing their biopsychosocial needs. JPN also features the following regular columns for which authors may submit brief papers: Hot Topics and Technology.
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