虚拟现实对学龄儿童静脉穿刺疼痛的影响:一项随机对照研究。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2023-08-01 DOI:10.1089/g4h.2022.0232
Eda Orhan, Duygu Gozen
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引用次数: 0

摘要

目的:使用虚拟现实(VR)作为一种非药物方法可以使儿童在医院环境中更容易地忍受侵入性手术,并减少疼痛。本研究旨在确定7-12岁儿童在静脉穿刺时使用VR耳机对疼痛水平、心率(HR)和氧饱和度值的影响。材料与方法:本研究为随机对照实验研究。本研究纳入102例儿童(实验组52例;对照组:50人,于2018年5月至2019年5月期间在土耳其一所大学医院的儿科门诊就诊。数据采用儿童和家庭信息表、儿童状态焦虑量表、面部疼痛量表-修订版(FPS-R)收集。静脉穿刺前对患儿进行状态焦虑和疼痛评分。实验组儿童在静脉穿刺时佩戴VR头显。对照组患儿采用标准静脉穿刺治疗。静脉穿刺后再次对两组患者进行疼痛评分。静脉穿刺前、中、后分别测量脉搏和血氧饱和度。结果:实验组术后疼痛评分为1.46±1.49,对照组术后疼痛评分为4.44±2.26。实验组患儿静脉穿刺后疼痛平均评分显著低于对照组(Z = -6.574;p = 0.001)。次要结局:实验组手术过程中平均心率(99.27±18.34/min)显著低于对照组(108.20±21.42/min) (P = 0.026;t = -2.265)。手术前后血氧饱和度值差异无统计学意义(实验组:-0.15±1.54;对照组组间:0.04±0.93)(Z = -0.023;p = 0.982)。结论:实验组静脉穿刺后疼痛平均评分明显低于对照组。VR可有效减轻儿童静脉穿刺时的疼痛。虚拟现实头戴式设备可能被认为是降低医院儿童疼痛程度的有效工具。(Clinicaltrials.gov: NCT04950478)。
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The Effect of Virtual Reality on Pain Experienced by School-Age Children During Venipuncture: A Randomized Controlled Study.

Objective: The use of virtual reality (VR) as a non-pharmacologic method may enable children to tolerate invasive procedures in a hospital setting easily and feel less pain. This study aimed at determining the effect of using a VR headset during venipuncture on pain level, heart rate (HR), and oxygen saturation values in children aged 7-12 years old. Materials and Methods: This was a randomized controlled experimental study. This study included 102 children (experimental group: 52; control group: 50) who visited a pediatric outpatient clinic of a university hospital in Turkey between May 2018 and May 2019. Data were collected using the Child and Family Information Form, State Anxiety Inventory for Children, Faces Pain Scale-Revised (FPS-R). Before venipuncture, state anxiety and pain scores of the children were evaluated. The children in the experimental group wore VR headsets during venipuncture. The children in the control group underwent standard venipuncture procedure. Pain scores were evaluated again in both groups after the venipuncture. Before, during, and after the venipuncture, pulse and oxygen saturation values were measured. Results: It was determined that post-procedure pain score was 1.46 ± 1.49 in the experimental group and 4.44 ± 2.26 in the control group. Post-venipuncture pain mean scores were significantly lower in the experimental group than those of the children in the control group (Z = -6.574; P = 0.001). Secondary outcomes: The mean HR during the procedure was significantly lower in the experimental group (99.27 ± 18.34/min) than in the control group (108.20 ± 21.42/min) (P = 0.026; t = -2.265). There was no statistically significant difference between the before and after the procedure difference of oxygen saturation values (Experimental group: -0.15 ± 1.54; Control Group: 0.04 ± 0.93) between groups (Z = -0.023; P = 0.982). Conclusion: It was determined that post-venipuncture pain mean scores were significantly lower in the experimental group than in the control group. VR is effective to reduce the pain of children during venipuncture. VR headsets may be recognized as effective instruments to reduce the pain level of children in hospital settings. (Clinicaltrials.gov: NCT04950478).

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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