Department of Psychology, University of Maryland Baltimore County, 1000 Hilltop Circle, Baltimore, MD, 21250, USA.
J Behav Med. 2014 Feb;37(1):156-65. doi: 10.1007/s10865-012-9479-0. Epub 2012 Nov 27.
This study sought to evaluate the effectiveness of virtual reality (VR) enhanced interactive videogame distraction for children undergoing experimentally induced cold pressor pain and examined the role of avoidant and approach coping style as a moderator of VR distraction effectiveness. Sixty-two children (6-13 years old) underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered both with and without a VR helmet in counterbalanced order. As predicted, children demonstrated significant improvement in pain tolerance during both interactive videogame distraction conditions. However, a differential response to videogame distraction with or without the enhancement of VR technology was not found. Children's coping style did not moderate their response to distraction. Rather, interactive videogame distraction with and without VR technology was equally effective for children who utilized avoidant or approach coping styles.
本研究旨在评估虚拟现实(VR)增强型互动视频游戏分散注意力对接受实验性冷加压疼痛的儿童的有效性,并探讨回避和接近应对方式作为 VR 分散注意力有效性的调节因素的作用。62 名儿童(6-13 岁)进行了基线冷加压试验,随后进行了两次冷加压试验,在这两次试验中,以交替的方式分别在没有和有 VR 头盔的情况下提供互动视频游戏分散注意力。正如预测的那样,儿童在两种互动视频游戏分散注意力的情况下,疼痛耐受力都有显著提高。然而,并没有发现对视频游戏分散注意力的反应存在差异,无论是有还是没有 VR 技术增强。儿童的应对方式并不能调节他们对分心的反应。相反,具有和不具有 VR 技术的互动视频游戏分散注意力对使用回避或接近应对方式的儿童同样有效。