Factors Influencing Virtual Reality as a Distraction Tool for Venipuncture in Children: Observational Pilot Feasibility Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-22 DOI:10.2196/66656
Chris Worth, Leyi Yang, Catherine Fullwood, Indraneel Banerjee
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引用次数: 0

Abstract

Background: Virtual reality (VR) is increasingly used as a distraction tool for painful procedures in children. Studies have shown variable benefit but have not identified factors to maximize utility.

Objective: This study aimed to undertake a feasibility study to investigate factors influencing virtual reality headset (VRH) utility for venipuncture and cannulation.

Methods: Children admitted as inpatients were recruited and given a VRH during anticipated venipuncture or cannulation. Feedback from participants, parents, and operators was obtained through questionnaires and the Wong-Baker Faces Scale (WBFS).

Results: Thirteen children of a target 32 (41%), aged a median of 7 (range 5-12) years, were recruited to the study; 9 (69%) parents and 7 (54%) participants reported a positive VR experience, found VRH comfortable, and wanted repeat application for future venisection or cannulation. However, patient recruitment was suboptimal at 41% (binomial 95% CI 24%-59%) of the target, as busy operators undertaking venisection or cannulation on eligible patients were unable to spare time for VRH use during the COVID-19 pandemic. The preprocedure time spent with VRH was associated with participants' positive experience of VR distraction (median 15, IQR 2.5-50 vs 180, IQR 120-450) seconds (P=.02). Five (38.4%) participants removed the VRH prior to procedure; these were relatively young compared to those who continued VRH (median 6, IQR 5.00-7.00 vs 10, IQR 6.75-12.00 years), suggesting better acceptance of VR in older children. There was no significant difference in WBFS pain ratings before (median 0, IQR 0-10) or after the procedure (median 0, IQR 0-6), with many children choosing 0 ("no hurt") at initial assessment. By contrast, parent and doctor or phlebotomist responses indicated that VR reduced pain and anxiety (n=9, 69%), in agreement with participant perception (n=7, 54%; Cohen κ=0.68).

Conclusions: VR as a distraction tool in children is influenced by age and preprocedure familiarity, suggesting that the optimal use is in older children with greater cognitive and emotional maturity. Multidimensional feedback from participants, parents, and investigators should be obtained to test the true efficacy of VR in future studies.

影响虚拟现实作为儿童静脉穿刺分心工具的因素:观察性试点可行性研究。
背景:虚拟现实(VR)越来越多地被用作儿童疼痛手术的分散注意力工具。研究显示了不同的效益,但还没有确定使效用最大化的因素。目的:探讨影响虚拟现实头盔(VRH)用于静脉穿刺和插管的因素。方法:招募住院儿童,在预期的静脉穿刺或插管期间给予VRH。通过问卷调查和Wong-Baker面部量表(WBFS)获得参与者、家长和作业人员的反馈。结果:13名目标32(41%)的儿童被招募到研究中,年龄中位数为7岁(范围5-12岁);9名(69%)家长和7名(54%)参与者报告了积极的VR体验,认为VRH很舒服,并希望在未来再次申请放空或插管。然而,由于在COVID-19大流行期间,忙于对符合条件的患者进行腔体切除或插管的操作人员无法抽出时间使用VRH,因此招募患者的目标为41%(二项95% CI 24%-59%)。使用VRH的术前时间与参与者对VR分心的积极体验相关(中位数为15秒,IQR 2.5-50 vs 180秒,IQR 120-450)秒(P= 0.02)。5名(38.4%)参与者在手术前切除了VRH;与继续进行VRH的儿童相比,这些儿童相对年轻(中位数为6,IQR为5.00-7.00对10,IQR为6.75-12.00),这表明年龄较大的儿童更容易接受VR。手术前(中位数0,IQR 0-10)和手术后(中位数0,IQR 0-6)的WBFS疼痛评分无显著差异,许多儿童在初始评估时选择0(“无伤害”)。相比之下,父母和医生或抽血师的反应表明,VR减轻了疼痛和焦虑(n=9, 69%),与参与者的感知(n=7, 54%;科恩κ= 0.68)。结论:儿童虚拟现实作为一种分心工具受年龄和术前熟悉程度的影响,表明最佳使用是在认知和情绪成熟程度较高的年龄较大的儿童。在未来的研究中,应该获得参与者、家长和研究者的多维反馈,以检验VR的真正功效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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