Worth Chris, Yang Leyi, Fullwood Catherine, Banerjee Indraneel
Department of Paediatric Endocrinology, Royal Manchester Children's Hospital, Oxford Road, Manchester, M13 9WL, United Kingdom, 44 07837740913.
Research and Innovation, Manchester University NHS Foundation Trust, Manchester, United Kingdom.
JMIR Serious Games. 2025 May 22;13:e66656. doi: 10.2196/66656.
Virtual reality (VR) is increasingly used as a distraction tool for painful procedures in children. Studies have shown variable benefit but have not identified factors to maximize utility.
This study aimed to undertake a feasibility study to investigate factors influencing virtual reality headset (VRH) utility for venipuncture and cannulation.
Children admitted as inpatients were recruited and given a VRH during anticipated venipuncture or cannulation. Feedback from participants, parents, and operators was obtained through questionnaires and the Wong-Baker Faces Scale (WBFS).
Thirteen children of a target 32 (41%), aged a median of 7 (range 5-12) years, were recruited to the study; 9 (69%) parents and 7 (54%) participants reported a positive VR experience, found VRH comfortable, and wanted repeat application for future venisection or cannulation. However, patient recruitment was suboptimal at 41% (binomial 95% CI 24%-59%) of the target, as busy operators undertaking venisection or cannulation on eligible patients were unable to spare time for VRH use during the COVID-19 pandemic. The preprocedure time spent with VRH was associated with participants' positive experience of VR distraction (median 15, IQR 2.5-50 vs 180, IQR 120-450) seconds (P=.02). Five (38.4%) participants removed the VRH prior to procedure; these were relatively young compared to those who continued VRH (median 6, IQR 5.00-7.00 vs 10, IQR 6.75-12.00 years), suggesting better acceptance of VR in older children. There was no significant difference in WBFS pain ratings before (median 0, IQR 0-10) or after the procedure (median 0, IQR 0-6), with many children choosing 0 ("no hurt") at initial assessment. By contrast, parent and doctor or phlebotomist responses indicated that VR reduced pain and anxiety (n=9, 69%), in agreement with participant perception (n=7, 54%; Cohen κ=0.68).
VR as a distraction tool in children is influenced by age and preprocedure familiarity, suggesting that the optimal use is in older children with greater cognitive and emotional maturity. Multidimensional feedback from participants, parents, and investigators should be obtained to test the true efficacy of VR in future studies.
虚拟现实(VR)越来越多地被用作儿童痛苦治疗过程中的一种分散注意力的工具。研究显示其益处不一,但尚未确定能使效用最大化的因素。
本研究旨在进行一项可行性研究,以调查影响虚拟现实头戴设备(VRH)在静脉穿刺和插管中的效用的因素。
招募住院儿童,在预期进行静脉穿刺或插管时给予他们VRH。通过问卷调查和面部表情疼痛量表(WBFS)收集参与者、家长和操作人员的反馈。
目标为招募32名儿童,实际招募了13名(41%),年龄中位数为7岁(范围5 - 12岁);9名(69%)家长和7名(54%)参与者报告了积极的VR体验,感觉VRH佩戴舒适,并希望在未来的静脉切开术或插管中再次使用。然而,患者招募情况未达最优,仅为目标的41%(二项式95%置信区间24% - 59%),因为在新冠疫情期间,对符合条件的患者进行静脉切开术或插管的忙碌操作人员无法抽出时间使用VRH。术前使用VRH的时间与参与者对VR分散注意力的积极体验相关(中位数15,四分位间距2.5 - 50对比180,四分位间距120 - 450)秒(P = 0.02)。5名(38.4%)参与者在操作前取下了VRH;与继续使用VRH的参与者相比,这些参与者年龄相对较小(中位数6,四分位间距5.00 - 7.00对比10,四分位间距6.75 - 12.00岁),这表明年龄较大的儿童对VR的接受度更高。操作前(中位数0,四分位间距0 - 10)和操作后(中位数0,四分位间距0 - 6)的WBFS疼痛评分无显著差异,许多儿童在初始评估时选择0分(“不痛”)。相比之下,家长以及医生或采血人员的反馈表明VR减轻了疼痛和焦虑(n = 9,69%),这与参与者的感受一致(n = 7,54%;科恩κ系数 = 0.68)。
VR作为儿童分散注意力的工具受年龄和术前熟悉程度的影响,这表明最佳使用对象是认知和情感成熟度更高的大龄儿童。在未来研究中应获取参与者、家长和研究人员的多维度反馈,以测试VR的真正疗效。