Patel Anuradha, Schieble Thomas, Davidson Melissa, Tran Minh C J, Schoenberg Catherine, Delphin Ellise, Bennett Henry
Department of Anesthesiology and Perioperative Medicine, New Jersey Medical School, University of Medicine and Dentistry of New Jersey, Newark, NJ 07101, USA.
Paediatr Anaesth. 2006 Oct;16(10):1019-27. doi: 10.1111/j.1460-9592.2006.01914.x.
Video games have received widespread application in health care for distraction and behavior modification therapy. Studies on the effect of cognitive distraction during the preoperative period are lacking. We evaluated the efficacy of an interactive distraction, a hand-held video game (VG) in reducing preoperative anxiety in children.
In a randomized, prospective study of 112 children aged 4-12 years undergoing outpatient surgery, anxiety was assessed after admission and again at mask induction of anesthesia, using the modified Yale Preoperative Anxiety Scale (mYPAS). Postoperative behavior changes were assessed with the Posthospital Behavior Questionnaire (PHBQ). Patients were randomly assigned to three groups: parent presence (PP), PP+a hand-held VG, and PP+0.5 mg.kg-1 oral midazolam (M) given>20 min prior to entering the operating room.
There was a statistically significant increase in anxiety (P<0.01) in groups M and PP at induction of anesthesia compared with baseline, but not in VG group. VG patients demonstrated a decrease in anxiety from baseline (median change in mYPAS -3), the difference compared with PP (+11.8) was significant (P=0.04). The change in anxiety in the M group (+7.3) was not statistically different from other groups. Sixty-three percent of patients in VG group had no change or decrease in anxiety after treatment, compared with 26% in M group and 28% in PP group (P=0.01). There was no difference in anxiety changes between female and male patients.
A hand-held VG can be offered to most children as a low cost, easy to implement, portable, and effective method to reduce anxiety in the preoperative area and during induction of anesthesia. Distraction in a pleasurable and familiar activity provides anxiety relief, probably through cognitive and motor absorption.
电子游戏已在医疗保健领域广泛应用于分心和行为矫正治疗。目前缺乏关于术前认知分心效果的研究。我们评估了一种交互式分心方式,即一款手持电子游戏(VG)对减轻儿童术前焦虑的疗效。
在一项针对112名4至12岁接受门诊手术儿童的随机前瞻性研究中,使用改良耶鲁术前焦虑量表(mYPAS)在入院时及麻醉面罩诱导时评估焦虑情况。使用出院后行为问卷(PHBQ)评估术后行为变化。患者被随机分为三组:家长陪伴(PP)组、PP + 一款手持VG组和PP + 0.5mg/kg口服咪达唑仑(M)组,M组在进入手术室前20多分钟给药。
与基线相比,M组和PP组在麻醉诱导时焦虑有统计学显著增加(P < 0.01),但VG组没有。VG组患者焦虑较基线有所降低(mYPAS中位数变化为 -3),与PP组(+11.8)相比差异显著(P = 0.04)。M组焦虑变化(+7.3)与其他组无统计学差异。VG组63%的患者治疗后焦虑无变化或降低,相比之下,M组为26%,PP组为28%(P = 0.01)。男女患者焦虑变化无差异。
对于大多数儿童,一款手持VG可作为一种低成本、易于实施、便携且有效的方法,用于减轻术前和麻醉诱导期间的焦虑。参与愉快且熟悉的活动进行分心可能通过认知和运动专注缓解焦虑。