Golden Breath: Feasibility and acceptability of a biofeedback-based virtual reality game on reducing children's needle-related pain and fear

İdil Ada Aydos , Remziye Semerci , Eyşan Hanzade Savaş , Arda Gülersoy , Hakan Ürey
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Abstract

Background

Needle procedures can cause pain and fear in children. Current literature reports that biofeedback-based virtual reality applications may help alleviate children's pain and fear. This study aims to evaluate the feasibility, acceptability, and safety of the newly developed game Golden Breath, which uses biofeedback-based virtual reality to reduce children's needle-related pain and fear.

Methods

The development of Golden Breath includes; (1) development of the application's features based on needs assessment, (2) gamification of the application content based on literature, (3) development of the prototype, (4) expert evaluation and feedback on the application content, (5) usability testing by 11 children (4–12 years).

Results

Regarding acceptability, the expert evaluation showed a high usability of the system. All children provided positive feedback and reported high satisfaction with Golden Breath. The game was feasible and effective for reducing children's pain and fear levels during needle procedures. Golden Breath was deemed safe for children because it did not cause symptoms such as dizziness, vomiting, or nausea.

Conclusion

The expert evaluation, children's feedback, and pilot study results showed that the Golden Breath game is feasible, acceptable, and safe for children during the needle-related procedure. The pilot study revealed that the Golden Breath game effectively reduced pain and fear during blood sampling in children.

Practice to implications

It is recommended that healthcare professionals use Golden Breath to optimize the well-being of children receiving treatment for chronic and acute diseases.

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金色呼吸基于生物反馈的虚拟现实游戏在减轻儿童针刺相关疼痛和恐惧方面的可行性和可接受性
背景针刺过程会引起儿童疼痛和恐惧。现有文献报道,基于生物反馈的虚拟现实应用可能有助于减轻儿童的疼痛和恐惧。本研究旨在评估新开发的游戏 "黄金呼吸 "的可行性、可接受性和安全性,该游戏使用基于生物反馈的虚拟现实技术来减轻儿童与针相关的疼痛和恐惧。方法 "黄金呼吸 "的开发包括:(1)根据需求评估开发应用功能;(2)根据文献将应用内容游戏化;(3)开发原型;(4)专家对应用内容的评估和反馈;(5)11 名儿童(4-12 岁)的可用性测试。所有儿童都对 "金色呼吸 "给予了积极反馈,并表示非常满意。该游戏在减少儿童在针刺过程中的疼痛和恐惧程度方面是可行和有效的。结论 专家评估、儿童反馈和试点研究结果表明,"黄金呼吸 "游戏对儿童来说是可行、可接受和安全的。试点研究表明,"金色呼吸 "游戏能有效减轻儿童在抽血过程中的疼痛和恐惧感。
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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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