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使用电子游戏缓解癌症患儿疼痛与迷走神经张力增加之间的关联:采用准实验前后测方法的分析性观察研究。

The Association Between Pain Relief Using Video Games and an Increase in Vagal Tone in Children With Cancer: Analytic Observational Study With a Quasi-Experimental Pre/Posttest Methodology.

作者信息

Alonso Puig Mario, Alonso-Prieto Mercedes, Miró Jordi, Torres-Luna Raquel, Plaza López de Sabando Diego, Reinoso-Barbero Francisco

机构信息

Juegaterapia Foundation, Madrid, Spain.

Pediatric Pain Unit, Anesthesiology-Critical Care Service, University La Paz Hospital, Madrid, Spain.

出版信息

J Med Internet Res. 2020 Mar 30;22(3):e16013. doi: 10.2196/16013.

Abstract

BACKGROUND

Patients with secondary pain due to mucositis after chemotherapy require treatment with morphine. Use of electronic video games (EVGs) has been shown to be an effective method of analgesia in other clinical settings.

OBJECTIVE

The main objective of this study was to assess the association between the use of EVGs and the intensity of pain caused by chemotherapy-induced mucositis in pediatric patients with cancer. The secondary objective was to assess the association between changes in pain intensity and sympathetic-parasympathetic balance in this sample of pediatric patients.

METHODS

Clinical records were compared between the day prior to the use of EVGs and the day after the use of EVGs. The variables were variations in pupil size measured using the AlgiScan video pupilometer (IDMed, Marseille, France), heart rate variability measured using the Analgesia Nociception Index (ANI) monitor (Mdoloris Medical Systems, Loos, France), intensity of pain measured using the Numerical Rating Scale (score 0-10), and self-administered morphine pump parameters.

RESULTS

Twenty patients (11 girls and nine boys; mean age 11.5 years, SD 4.5 years; mean weight 41.5 kg, SD 20.7 kg) who met all the inclusion criteria were recruited. EVGs were played for a mean of 2.3 (SD 1.3) hours per day, resulting in statistically significant changes. After playing EVGs, there was significantly lower daily morphine use (before vs after playing EVGs: 35.9 vs 28.6 µg/kg/day, P=.003), lower demand for additional pain relief medication (17 vs 9.6 boluses in 24 hours, P=.001), lower scores of incidental pain intensity (7.7 vs 5.4, P=.001), lower scores of resting pain (4.8 vs 3.2, P=.01), and higher basal parasympathetic tone as measured using the ANI monitor (61.8 vs 71.9, P=.009). No variation in pupil size was observed with the use of EVGs.

CONCLUSIONS

The use of EVGs in pediatric patients with chemotherapy-induced mucositis has a considerable analgesic effect, which is associated physiologically with an increase in parasympathetic vagal tone despite lower consumption of morphine.

摘要

背景

化疗后因黏膜炎导致继发性疼痛的患者需要使用吗啡进行治疗。在其他临床环境中,电子视频游戏(EVG)已被证明是一种有效的镇痛方法。

目的

本研究的主要目的是评估电子视频游戏的使用与癌症患儿化疗引起的黏膜炎所致疼痛强度之间的关联。次要目的是评估该样本癌症患儿疼痛强度变化与交感 - 副交感神经平衡之间的关联。

方法

比较了使用电子视频游戏前一天和使用电子视频游戏后一天的临床记录。变量包括使用AlgiScan视频瞳孔计(法国马赛IDMed公司)测量的瞳孔大小变化、使用镇痛伤害感受指数(ANI)监测仪(法国卢斯Mdoloris医疗系统公司)测量的心率变异性、使用数字评分量表(0 - 10分)测量的疼痛强度以及自控吗啡泵参数。

结果

招募了20名符合所有纳入标准的患者(11名女孩和9名男孩;平均年龄11.5岁,标准差4.五岁;平均体重41.5千克,标准差20.7千克)。电子视频游戏平均每天玩2.3(标准差1.3)小时,产生了具有统计学意义的变化。玩电子视频游戏后,每日吗啡使用量显著降低(玩游戏前与玩游戏后:35.9 vs 28.6微克/千克/天,P = 0.003),额外止痛药物的需求降低(24小时内17次 vs 9.6次推注,P = 0.001),偶然疼痛强度评分降低(7.7 vs 5.4,P = 0.001),静息疼痛评分降低(4.8 vs 3.2,P = 0.01),并且使用ANI监测仪测量的基础副交感神经张力升高(61.8 vs 71.9,P = 0.009)。使用电子视频游戏未观察到瞳孔大小变化。

结论

在化疗引起黏膜炎的癌症患儿中使用电子视频游戏具有显著的镇痛效果,尽管吗啡消耗量较低,但在生理上与副交感迷走神经张力增加有关。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a524/7154929/55687d0b85ca/jmir_v22i3e16013_fig1.jpg

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