Dahlquist Lynnda M, Weiss Karen E, Clendaniel Lindsay Dillinger, Law Emily F, Ackerman Claire Sonntag, McKenna Kristine D
Department of Psychology, University of Maryland, Baltimore County, 1000 Hilltop Circle, Baltimore, MD 21250, USA.
J Pediatr Psychol. 2009 Jun;34(5):574-84. doi: 10.1093/jpepsy/jsn023. Epub 2008 Mar 26.
To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain.
Forty-one children, aged 6-14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial.
Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited.
测试头戴式显示头盔是否能增强电子游戏对经历冷压痛的儿童的分心效果。
41名6至14岁的儿童接受了一到两次基线冷压痛试验,随后进行两次分心试验,在试验中他们以平衡顺序分别在戴头盔和不戴头盔的情况下玩同一个电子游戏。对每次冷压痛试验测量疼痛阈值(直到儿童报告疼痛的 elapsed 时间)和疼痛耐受性(儿童将手浸泡在冷水中的总时间)。
与基线相比,两种分心条件均使疼痛耐受性得到改善。年龄较大的儿童使用头盔似乎有额外的益处,而年龄较小的儿童在两种条件下受益相同。研究结果表明,虚拟现实技术可以增强对一些儿童的分心效果。需要进行研究以确定最适合这项技术的儿童特征。