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Efficacy of Smartphone Active and Passive Virtual Reality Distraction vs Standard Care on Burn Pain Among Pediatric Patients: A Randomized Clinical Trial.
Xiang, Henry; Shen, Jiabin; Wheeler, Krista K; Patterson, Jeremy; Lever, Kimberly; Armstrong, Megan; Shi, Junxin; Thakkar, Rajan K; Groner, Jonathan I; Noffsinger, Dana; Giles, Sheila A; Fabia, Renata B.
Afiliação
  • Xiang H; Center for Pediatric Trauma Research, Nationwide Children's Hospital, Columbus, Ohio.
  • Shen J; Center for Injury Research and Policy, Nationwide Children's Hospital, Columbus, Ohio.
  • Wheeler KK; Department of Pediatrics, The Ohio State University, Columbus.
  • Patterson J; Department of Psychology, University of Massachusetts, Lowell.
  • Lever K; Center for Pediatric Trauma Research, Nationwide Children's Hospital, Columbus, Ohio.
  • Armstrong M; Center for Injury Research and Policy, Nationwide Children's Hospital, Columbus, Ohio.
  • Shi J; Research Information Solutions and Innovation, Nationwide Children's Hospital, Columbus, Ohio.
  • Thakkar RK; The Ohio State University, Columbus.
  • Groner JI; Center for Pediatric Trauma Research, Nationwide Children's Hospital, Columbus, Ohio.
  • Noffsinger D; Center for Injury Research and Policy, Nationwide Children's Hospital, Columbus, Ohio.
  • Giles SA; Center for Pediatric Trauma Research, Nationwide Children's Hospital, Columbus, Ohio.
  • Fabia RB; Center for Injury Research and Policy, Nationwide Children's Hospital, Columbus, Ohio.
JAMA Netw Open ; 4(6): e2112082, 2021 06 01.
Article em En | MEDLINE | ID: mdl-34152420
ABSTRACT
Importance It is unknown whether smartphone-based virtual reality (VR) games are effective in reducing pain among pediatric patients in real-world burn clinics.

Objective:

To evaluate the efficacy of a smartphone VR game on dressing pain among pediatric patients with burns. Design, Setting, and

Participants:

This randomized clinical trial included children aged 6 to 17 years who seen in the outpatient clinic of a large American Burn Association-verified pediatric burn center and level I pediatric trauma center between December 30, 2016, and January 23, 2019. Speaking English as their primary language was an inclusion criterion. Intention-to-treat data analyses were conducted from December 2019 to March 2020.

Interventions:

Active VR participants played a VR game; passive VR participants were immersed in the same VR environment without interactions. Both groups were compared with a standard care group. One researcher administered VR and observed pain while another researcher administered a posttrial survey that measured the child's perceived pain and VR experience. Nurses were asked to report the clinical utility. Main Outcomes and

Measures:

Patients self-reported pain using a visual analog scale (VAS; range, 0-100). A researcher observed patient pain based on the Face, Legs, Activity, Cry, and Consolability-Revised (FLACC-R) scale. Nurses were asked to report VR helpfulness (range, 0-100; higher scores indicate more helpful) and ease of use (range, 0-100; higher scores indicate easier to use).

Results:

A total of 90 children (45 [50%] girls, mean age, 11.3 years [95% CI, 10.6-12.0 years]; 51 [57%] White children) participated. Most children had second-degree burns (81 [90%]). Participants in the active VR group had significantly lower reported overall pain (VAS score, 24.9 [95% CI, 12.2-37.6]) compared with participants in the standard care control group (VAS score, 47.1 [95% CI, 32.1-62.2]; P = .02). The active VR group also had a lower worst pain score (VAS score, 27.4 [95% CI, 14.7-40.1]) than both the passive VR group (VAS score, 47.9 [95% CI, 31.8-63.9]; P = .04) and the standard care group (VAS score, 48.8 [95% CI, 31.1-64.4]; P = .03). Simulator sickness scores (range, 0-60; lower scores indicate less sickness) were similar for active VR (19.3 [95% CI, 17.5-21.1]) and passive VR groups (19.5 [95% CI, 17.6-21.5]). Nurses also reported that the VR games could be easily implemented in clinics (helpfulness, active VR 84.2; 95% CI, 74.5-93.8; passive VR 76.9; 95% CI, 65.2-88.7; ease of use, active VR 94.8, 95% CI, 91.8-97.8; passive VR 96.0, 95% CI, 92.9-99.1). Conclusions and Relevance In this study, a smartphone VR game was effective in reducing patient self-reported pain during burn dressing changes, suggesting that VR may be an effective method for managing pediatric burn pain. Trial Registration ClinicalTrials.gov Identifier NCT04544631.
Assuntos

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Pediatria / Queimaduras / Guias de Prática Clínica como Assunto / Manejo da Dor / Smartphone / Realidade Virtual Tipo de estudo: Clinical_trials / Guideline / Prognostic_studies Limite: Adolescent / Child / Female / Humans / Male Idioma: En Revista: JAMA Netw Open Ano de publicação: 2021 Tipo de documento: Article

Texto completo: 1 Coleções: 01-internacional Base de dados: MEDLINE Assunto principal: Pediatria / Queimaduras / Guias de Prática Clínica como Assunto / Manejo da Dor / Smartphone / Realidade Virtual Tipo de estudo: Clinical_trials / Guideline / Prognostic_studies Limite: Adolescent / Child / Female / Humans / Male Idioma: En Revista: JAMA Netw Open Ano de publicação: 2021 Tipo de documento: Article