Department of Psychology, University of Maryland, Baltimore County, 1000 Hilltop Circle, Baltimore, MD 21250, USA.
J Pediatr Psychol. 2010 Jul;35(6):617-25. doi: 10.1093/jpepsy/jsp082. Epub 2009 Sep 28.
This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain.
Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order.
As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness.
Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed.
本研究考察了电子游戏分心和虚拟现实(VR)式头戴式显示器头盔对接受冷水压迫疼痛的儿童的影响。
50 名 6 至 10 岁的儿童进行了基线冷水压迫试验,然后在两种情况下进行了两次冷水压迫试验,通过 VR 头盔或不使用 VR 头盔以平衡的方式提供交互式电子游戏分心。
正如预期的那样,在两种分心条件下,儿童的疼痛阈值和疼痛耐受力均有显著提高。然而,两种分心条件在效果上没有差异。
与没有 VR 技术的交互式电子游戏分心相比,使用 VR 头盔并没有导致疼痛耐受力的提高。讨论了 VR 技术在小学年龄儿童中的临床意义和可能的发展差异。