A Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce Anxiety and Stress

Stefan Liszio, Oliver Basu, M. Masuch
{"title":"A Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce Anxiety and Stress","authors":"Stefan Liszio, Oliver Basu, M. Masuch","doi":"10.1145/3410404.3414263","DOIUrl":null,"url":null,"abstract":"The feeling of lying in the restricted bore of an MRI scanner, surrounded by loud noises and not allowed to move, is a psychological burden for patients. Children especially have problems to lie still during the examination and sometimes exhibit intense fear reactions. Therefore, children are frequently sedated before the examination. We introduce the concept and implementation of a virtual reality (VR) game as a medication-free alternative for children, aiming to reduce anxiety, stress, and boredom during MRI examinations. Playing or just watching an animated space story in VR provides distraction and relaxation to the patients. We pursued a child-centered, participatory design process and derived design requirements from the results of two workshops with children in a hospital school (N = 15) and a primary school (N = 14), as well as a focus group test with a prototype. We propose VR games as a solution to enhance the well-being of children during medical interventions and show a way to approach a user-centered and targeted game design.","PeriodicalId":92838,"journal":{"name":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","volume":"36 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2020-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"11","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ... Annual Symposium on Computer-Human Interaction in Play. ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3410404.3414263","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 11

Abstract

The feeling of lying in the restricted bore of an MRI scanner, surrounded by loud noises and not allowed to move, is a psychological burden for patients. Children especially have problems to lie still during the examination and sometimes exhibit intense fear reactions. Therefore, children are frequently sedated before the examination. We introduce the concept and implementation of a virtual reality (VR) game as a medication-free alternative for children, aiming to reduce anxiety, stress, and boredom during MRI examinations. Playing or just watching an animated space story in VR provides distraction and relaxation to the patients. We pursued a child-centered, participatory design process and derived design requirements from the results of two workshops with children in a hospital school (N = 15) and a primary school (N = 14), as well as a focus group test with a prototype. We propose VR games as a solution to enhance the well-being of children during medical interventions and show a way to approach a user-centered and targeted game design.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
核磁共振扫描仪内的宇宙:一个为儿童减少焦虑和压力的虚拟现实游戏
躺在核磁共振扫描仪受限的孔里,周围是巨大的噪音,不允许移动,这种感觉对病人来说是一种心理负担。孩子们在考试时尤其难以保持静止,有时还会表现出强烈的恐惧反应。因此,孩子们经常在考试前服用镇静剂。我们介绍了虚拟现实(VR)游戏的概念和实现,作为儿童的无药物替代方案,旨在减少MRI检查期间的焦虑,压力和无聊。在VR中播放或观看动画空间故事可以让患者分心和放松。我们追求以儿童为中心的参与式设计过程,并从医院学校(N = 15)和小学(N = 14)的两次儿童研讨会的结果中得出设计要求,以及带有原型的焦点小组测试。我们提出VR游戏作为一种解决方案,以提高儿童在医疗干预期间的福祉,并展示了一种以用户为中心和有针对性的游戏设计方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Redirection Masking Strategies: Understanding Attentional Diversion Methods for Redirection Techniques Interactive Gamification for New Experimental Music: Initial Findings Adaptive Play: Examining Game-Based Coping Behaviour as an Individualized Stress Response Breaking the Magic Circle: Using a Persuasive Game to Build Empathy For Nursing Staff and Increase Citizen Responsibility During a Pandemic CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Austria, October 18-21, 2021
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1