Jones Katerina, Armstrong Megan, Luna John, Thakkar Rajan K, Fabia Renata, Groner Jonathan I, Noffsinger Dana, Ni Ai, Griffin Bronwyn, Xiang Henry
College of Medicine, Northeast Ohio Medical University, Rootstown, Ohio, USA.
Center for Pediatric Trauma Research, The Abigail Wexner Research Institute, Nationwide Children's Hospital, Columbus, Ohio, USA.
J Med Ext Real. 2024 Jul 24;1(1):163-173. doi: 10.1089/jmxr.2024.0004. eCollection 2024 Jul.
Virtual reality (VR) effectively alleviates pain for pediatric patients during many medical procedures, such as venipuncture and burn care. In our previously published randomized clinical trial among 90 pediatric burn patients, participants in the active VR group had significantly lower scores for overall pain compared with participants in the standard care control and for worst pain compared with participants in the passive VR and control group. However, whether VR differs by a patient's age or sex remains unresolved. Thus, we reanalyzed our data by comparing the active and passive VR participants to evaluate how age and sex affect VR pain alleviation during dressing care for pediatric burns. In total, 90 patients aged 6-17 years (inclusive) with burn injuries were recruited from an outpatient burn clinic of an American Burn Association-verified pediatric burn center. Before randomization, VR helpfulness and need expectations were assessed on a visual analog scale (0-100). Participants were randomly assigned to active VR, passive VR, or control for one dressing change. Immediately following the dressing change, active and passive VR participants self-reported pain and the time spent thinking about pain and rated the VR features on the degree of realism, pleasure/fun, and perceived engagement level. Path analyses assessed how these VR features were interrelated and how they affected self-reported pain by age and sex. Patients aged 6-9 years reported higher mean expectations of VR helpfulness and need (mean = 73.6 and 94.5, respectively) than 10-12-year-olds (mean = 55.7 and 84.2, respectively) and 13-17-year-olds (mean = 68.6 and 77.4, respectively). The path analysis indicated VR engagement and fun were significantly correlated (value < 0.05). VR engagement significantly negatively impacted overall pain scores (coefficient = -0.45, -0.41; value < 0.05) and significantly positively impacted time thinking of pain (coefficient = 0.38, 0.32; value < 0.05). Younger patients had the highest expectations of VR helpfulness and need. VR game realism, fun, and engagement features were not statistically different between age groups and sexes. VR engagement and thinking of pain during burn dressing significantly positively affected self-reported pain (value < 0.05), suggesting an analgesic mechanism beyond distraction alone. Younger patients benefited more from VR than older patients.
虚拟现实(VR)在许多医疗程序中,如静脉穿刺和烧伤护理,能有效减轻儿科患者的疼痛。在我们之前发表的一项针对90名儿科烧伤患者的随机临床试验中,与标准护理对照组的参与者相比,主动VR组的参与者在总体疼痛评分上显著更低;与被动VR组和对照组的参与者相比,在最严重疼痛评分上也显著更低。然而,VR的效果是否因患者年龄或性别而异仍未明确。因此,我们通过比较主动VR组和被动VR组的参与者重新分析了数据,以评估年龄和性别如何影响儿科烧伤换药护理期间VR对疼痛的缓解作用。总共从一家经美国烧伤协会认证的儿科烧伤中心的门诊烧伤诊所招募了90名年龄在6至17岁(含)的烧伤患者。在随机分组之前,通过视觉模拟量表(0 - 100)评估VR的帮助程度和需求期望。参与者被随机分配到主动VR组、被动VR组或对照组进行一次换药。换药后立即进行评估,主动VR组和被动VR组的参与者自我报告疼痛情况以及思考疼痛的时间,并对VR的真实感、愉悦/趣味性和感知参与度进行评分。路径分析评估了这些VR特征之间的相互关系,以及它们如何按年龄和性别影响自我报告的疼痛。6至9岁的患者对VR帮助程度和需求的平均期望(分别为73.6和94.5)高于10至12岁的患者(分别为55.7和84.2)以及13至17岁的患者(分别为68.6和77.4)。路径分析表明VR参与度和趣味性显著相关(p值 < 0.05)。VR参与度对总体疼痛评分有显著的负面影响(系数 = -0.45,-0.41;p值 < 0.05),对思考疼痛的时间有显著的正面影响(系数 = 0.38,0.32;p值 < 0.05)。年龄较小的患者对VR帮助程度和需求的期望最高。不同年龄组和性别之间的VR游戏真实感、趣味性和参与度特征在统计学上没有差异。烧伤换药期间的VR参与度和对疼痛的思考对自我报告的疼痛有显著正向影响(p值 < 0.05),这表明存在一种不仅仅是分散注意力的镇痛机制。年龄较小的患者比年龄较大的患者从VR中获益更多。