Age and Sex Differences of Virtual Reality Pain Alleviation Therapeutic During Pediatric Burn Care: A Randomized Clinical Trial

Katarina Jones, Megan Armstrong, John Luna, Rajan Thakkar, Fabia Renata, Jonathan Groner, Dana Noffsinger, Ai Ni, Bronwyn Griffin, Henry Xiang
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Abstract

Virtual reality (VR) effectively alleviates pain for pediatric patients during many medical care procedures, such as venipuncture and burn wound care. Whether VR pain alleviation therapeutics (VR-PAT) differ by a patients age or sex remains unresolved. This randomized clinical trial evaluated how age and sex affect VR pain alleviation during dressing care for pediatric burns. Ninety patients aged 6 to 17 years (inclusive) with burn injuries were recruited from an outpatient burn clinic of an American Burn Association verified pediatric burn center. Before randomization, expectations of VR helpfulness and need were assessed on a visual analog scale (VAS, 0 to 100). Participants were randomly assigned to active or passive VR for one burn dressing change. Immediately following the dressing change, participants self reported pain and the time spent thinking about pain and rated the VR features on the degrees of realism experienced, pleasure/fun, and perceived engagement level. Path analyses assessed how these VR features were interrelated and how they affected self-reported pain by age and sex. Patients aged 6 to 9 years reported higher mean expectations of VR helpfulness and need (mean=73.6 and 94.5, respectively) than 10 to 12 year olds (mean=55.7 and 84.2, respectively) and 13 to 17 year olds (mean=68.6 and 77.4, respectively). The path analysis indicated VR engagement and fun were significantly correlated (p value <0.05). VR engagement significantly negatively impacted overall pain scores during burn dressing (coefficient=-0.45, -0.41; p value <0.05) and significantly positively impacted time thinking of pain (coefficient=0.38, 0.32; p value <0.05). Younger patients had the highest expectations of VR pain alleviation helpfulness and need. VR game realism, fun, and engagement features were not statistically different between age groups and sexes. VR engagement and thinking of pain during burn dressing significantly positively affected self-reported pain (p value <0.05), suggesting an analgesic mechanism beyond distraction alone. Younger patients benefited more from VR pain alleviation therapeutics than older patients.
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儿科烧伤护理期间虚拟现实镇痛治疗的年龄和性别差异:随机临床试验
在静脉穿刺和烧伤伤口护理等许多医疗护理过程中,虚拟现实(VR)能有效减轻儿科病人的疼痛。VR 减轻疼痛疗法(VR-PAT)是否会因患者的年龄或性别而有所不同,这个问题仍未解决。这项随机临床试验评估了年龄和性别对小儿烧伤包扎护理过程中 VR 疼痛缓解的影响。该试验从美国烧伤协会认证的儿科烧伤中心的烧伤门诊中招募了 90 名年龄在 6 至 17 岁(含)的烧伤患者。在随机分配之前,他们通过视觉模拟量表(VAS,0 到 100)评估了对 VR 帮助的期望和需求。参与者被随机分配到主动或被动 VR 中,进行一次烧伤换药。换药后,参与者立即自我报告疼痛和思考疼痛所花费的时间,并根据所体验到的逼真度、愉悦/有趣程度和感知的参与程度对 VR 功能进行评分。路径分析评估了这些 VR 功能之间的相互关系,以及它们如何影响不同年龄和性别的自我疼痛报告。与 10 至 12 岁的患者(平均值分别为 55.7 和 84.2)和 13 至 17 岁的患者(平均值分别为 68.6 和 77.4)相比,6 至 9 岁的患者对 VR 帮助和需求的平均期望值更高(平均值分别为 73.6 和 94.5)。路径分析结果表明,虚拟现实参与度与趣味性有显著相关性(P 值为 0.05)。VR 参与度对烧伤包扎期间的总体疼痛评分有明显的负面影响(系数=-0.45,-0.41;p 值为 <0.05),对疼痛思考时间有明显的正面影响(系数=0.38,0.32;p 值为 <0.05)。年轻患者对 VR 缓解疼痛的帮助和需求期望最高。VR游戏的真实性、趣味性和参与性在不同年龄组和性别之间没有统计学差异。在烧伤包扎过程中,VR 参与度和对疼痛的思考对自我报告的疼痛有明显的积极影响(P 值为 0.05),这表明除了分散注意力外,VR 还具有镇痛机制。与老年患者相比,年轻患者从 VR 减轻疼痛疗法中获益更多。
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