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通过虚拟现实进行游戏化对接受全身麻醉的儿科患者术前焦虑的影响:一项前瞻性、随机对照试验。

The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial.

作者信息

Ryu Jung-Hee, Park Jin-Woo, Nahm Francis Sahngun, Jeon Young-Tae, Oh Ah-Young, Lee Hak Jong, Kim Jin-Hee, Han Sung-Hee

机构信息

Department of Anaesthesiology and Pain Medicine, Medical Virtual Reality Research Group, Seoul National University College of Medicine, Seoul 03080, Korea.

Department of Anaesthesiology and Pain Medicine, Seoul National University Bundang Hospital, Seongnam 13620, Korea.

出版信息

J Clin Med. 2018 Sep 17;7(9):284. doi: 10.3390/jcm7090284.

DOI:10.3390/jcm7090284
PMID:30227602
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC6162739/
Abstract

The use of gamification in healthcare has been gaining popularity. This prospective, randomized, clinical trial was designed to evaluate whether gamification of the preoperative process-via virtual reality (VR) gaming that provides a vivid, immersive and realistic experience-could reduce preoperative anxiety in children. Seventy children scheduled for elective surgery under general anesthesia were randomly divided into either the control or gamification group. Children in the control group received conventional education regarding the preoperative process, whereas those in the gamification group played a 5 min VR game experiencing the preoperative experience. Preoperative anxiety, induction compliance checklist (ICC), and procedural behavior rating scale (PBRS) were measured. Sixty-nine children were included in the final analysis (control group = 35, gamification = 34). Preoperative anxiety (28.3 [23.3⁻36.7] vs. 46.7 [31.7⁻51.7]; < 0.001) and intraoperative compliance measured using ICC ( = 0.038) were lower in the gamification group than in the control group. However, PBRS ( = 0.092) and parent/guardian satisfaction ( = 0.268) were comparable between the two groups. VR experience of the preoperative process could reduce preoperative anxiety and improve compliance during anesthetic induction in children undergoing elective surgery and general anesthesia.

摘要

游戏化在医疗保健领域的应用越来越普遍。这项前瞻性、随机临床试验旨在评估术前过程的游戏化——通过提供生动、沉浸式和逼真体验的虚拟现实(VR)游戏——是否能减轻儿童的术前焦虑。70名计划在全身麻醉下进行择期手术的儿童被随机分为对照组或游戏化组。对照组的儿童接受关于术前过程的传统教育,而游戏化组的儿童玩一款5分钟的VR游戏,体验术前经历。测量术前焦虑、诱导依从性检查表(ICC)和程序行为评定量表(PBRS)。最终分析纳入了69名儿童(对照组=35名,游戏化组=34名)。游戏化组的术前焦虑(28.3[23.3⁻36.7]对46.7[31.7⁻51.7];<0.001)和使用ICC测量的术中依从性(=0.038)低于对照组。然而,两组之间的PBRS(=0.092)和家长/监护人满意度(=0.268)相当。术前过程的VR体验可以减轻接受择期手术和全身麻醉的儿童的术前焦虑,并提高麻醉诱导期间的依从性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e628/6162739/ea217aa33b44/jcm-07-00284-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e628/6162739/efa23e3f0094/jcm-07-00284-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e628/6162739/ea217aa33b44/jcm-07-00284-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e628/6162739/efa23e3f0094/jcm-07-00284-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e628/6162739/ea217aa33b44/jcm-07-00284-g002.jpg

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