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主动式与被动式视听分散工具对儿童牙科治疗中行为、焦虑和疼痛影响的比较:一项随机交叉临床试验。

Comparison of active versus passive audiovisual distraction tools on children's behaviour, anxiety and pain in paediatric dentistry: a randomised crossover clinical trial.

机构信息

Department of Paediatric Dentistry, Universitat Internacional de Catalunya, Barcelona, Spain.

Faculty of Dentistry, Universitat de Barcelona, Barcelona, Spain. Researcher at Idibell Institute, Barcelona Spain.

出版信息

Eur J Paediatr Dent. 2021 Sep;22(3):230-236. doi: 10.23804/ejpd.2021.22.03.10.

DOI:10.23804/ejpd.2021.22.03.10
PMID:34544253
Abstract

AIM

To determine the effect of active distraction when playing PlayStation® video games, compared to passive distraction when watching a cartoon with audiovisual eyeglasses, on parental perception of patients' anxiety, and children's anxiety, pain, behaviour and heart rate during restorative procedures in paediatric dentistry.

MATERIALS AND METHODS

Study design: Randomised crossover clinical trial. There were 34 patients in the cartoon film group (passive distraction) and 34 in the Playstation® video game group (active distraction), aged 6-8 years, who required a minimum of 2 visits for restorative treatment. Rimax® iVision 5.0 eyeglasses were used in both groups. Parental perception of patients' anxiety (Modified Corah Dental Anxiety Scale), and children's anxiety (Venham Picture Test), pain (Wong-Baker Faces Scale), behaviour (Frankl Scale) and heart rate were evaluated at each of the treatment visits. Preference for and satisfaction with the audiovisual product were also assessed.

RESULTS

There were significant differences in self-reported pain between control (P=0.016) and experimental (P=0.013) visits in both groups, with lower values in the Playstation® video game group. No significant differences were found (P>0.05) in the other variables evaluated with the use of active distraction. A significant increase in heart rate was recorded at each treatment visit (P=0.0001) when the anaesthetic was injected. All the patients wanted to continue watching or playing their chosen cartoon or Playstation® video game during subsequent visits.

CONCLUSION

The use of PlayStation® video games for active audiovisual distraction, compared with passive distraction with a cartoon, improved self-reported pain but did not reduce parents' perception of patients' anxiety, pain, global behaviour, or heart rate. Both distraction methods were accepted by paediatric patients.

摘要

目的

比较玩 PlayStation®视频游戏(主动分心)与观看带视听眼镜的卡通片(被动分心)时,主动分心对患儿父母感知的患儿焦虑程度,以及对患儿焦虑、疼痛、行为和心率的影响,以评估其在儿童牙科修复治疗过程中的效果。

材料和方法

研究设计:随机交叉临床试验。卡通电影组(被动分心)和 PlayStation®视频游戏组(主动分心)各有 34 名年龄在 6-8 岁、需要至少 2 次就诊进行修复治疗的患儿。两组均使用 Rimax® iVision 5.0 眼镜。在每次治疗就诊时,评估父母对患儿焦虑的感知(改良 Corah 牙科焦虑量表),以及患儿的焦虑(Venham 图片测试)、疼痛(Wong-Baker 面部表情量表)、行为(Frankl 量表)和心率。还评估了对视听产品的偏好和满意度。

结果

两组患儿在对照(P=0.016)和实验(P=0.013)就诊时的自我报告疼痛之间存在显著差异,PlayStation®视频游戏组的疼痛值较低。使用主动分心时,评估的其他变量之间未发现显著差异(P>0.05)。每次注射麻醉时,心率均显著增加(P=0.0001)。所有患儿均希望在后续就诊时继续观看或玩他们选择的卡通片或 PlayStation®视频游戏。

结论

与观看卡通片的被动视听分心相比,使用 PlayStation®视频游戏进行主动视听分心可减轻患儿的自我报告疼痛,但不能减轻父母对患儿焦虑、疼痛、总体行为或心率的感知。两种分心方法均被患儿接受。

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