Mobile virtual reality distraction reduces needle pain and stress in children?

Virtual reality (VR) technology is a remarkably effective method for distracting attention from painful stimuli. This is particularly important for children who undergo painful and stressful medical treatments. The main aim of the present study was to examine whether the type of VR distraction had...

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Bibliographic Details
Main Authors: Joanna Ewa Piskorz, Marcin Czub, Beata Šulžickaja, Katarzyna Kiliś-Pstrusińska
Format: Article
Language:English
Published: Masaryk University 2024-03-01
Series:Cyberpsychology: Journal of Psychosocial Research on Cyberpspace
Subjects:
Online Access:https://cyberpsychology.eu/article/view/11547
Description
Summary:Virtual reality (VR) technology is a remarkably effective method for distracting attention from painful stimuli. This is particularly important for children who undergo painful and stressful medical treatments. The main aim of the present study was to examine whether the type of VR distraction had an effect on reducing pain and stress in children during a short blood sampling treatment, and to investigate the effectiveness of mobile VR. Fifty-seven patients of a pediatric nephrology clinic (Mage = 12, range: 7–17) participated in a between-group experimental design study. Participants in the treatment group (active vs passive VR) underwent a venipuncture procedure with VR distraction. Mobile VR (Samsung gear) was used in this study. Participants in the active VR experimental condition played a game based on the multiple object tracking task paradigm. In the passive VR experimental condition, participants watched a film similar to the presented game. All participants rated their pain and stress levels on the Visual Analogue Scale and completed a short questionnaire. Both VR groups reported significantly lower pain and stress intensity than the control group. When comparing the two experimental groups, no statistically significant differences were found, although participants differed in their level of perceived pain and stress, with greater benefits in the active VR. The present study focused on comparing the effect sizes of active and passive VR interventions. Additionally, the study confirmed feasibility of using Multiple Object Tracking paradigm as a method of attention distraction in VR.
ISSN:1802-7962