2022
DOI: 10.1016/j.anr.2022.03.002
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Effectiveness of Virtual Reality Interactive Play for Children During Intravenous Placement: A Randomized Controlled Trial

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Cited by 14 publications
(12 citation statements)
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“…he main purpose of the VR animation game developed in this study is to provide children with positive enhancement in their adherence to rectal drug delivery. Previous studies have shown that the use of VR sensory stimulation distracts children from invasive procedures and reduces pain, anxiety, and fear during medical procedures 9,12,13 . However, after passively receiving treatment, children still did not understand the reason behind the procedure and continued to feel anxious and fearful the next time they faced an invasive procedure.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…he main purpose of the VR animation game developed in this study is to provide children with positive enhancement in their adherence to rectal drug delivery. Previous studies have shown that the use of VR sensory stimulation distracts children from invasive procedures and reduces pain, anxiety, and fear during medical procedures 9,12,13 . However, after passively receiving treatment, children still did not understand the reason behind the procedure and continued to feel anxious and fearful the next time they faced an invasive procedure.…”
Section: Resultsmentioning
confidence: 99%
“…The literature suggests that when children with burns continue to cry during and after dressing changes, interventions with VR can reduce pain and anxiety by diverting the child's attention and lowering the incoming signals of pain 8 . Immersing in-hospital patients aged 6 to 12 years in intravenous injection scenarios in VR while they are receiving the injections and VR games after the injections were effective in reducing the sensation of pain, fear, and the time required for the injections 9 . VR has also been used to reduce anxiety and distract patients from pain in pediatric dental treatments 10 , as well as to distract adolescent cancer patients from their pain while they are undergoing lumbar puncture 11 .…”
Section: Introductionmentioning
confidence: 99%
“…The results were consistent with Canares et al (2021), who found that the use of an appropriate strategy during intravenous administration had great potential for medical staff to assist children with a smoother process. Hsu et al (2022) also indicated that game-based learning tasks could significantly affect children's emotions during IV. (2) Children who adopted the robot-assisted DS approach during IV had a significantly lower level of anxiety than those who received video-based health education.…”
Section: Discussionmentioning
confidence: 96%
“…In addition to maintaining the quality of medical care and paying attention to patient safety during the COVID-19 pandemic, maintaining the number of nursing staff, dealing with the shortage of nursing manpower, and reducing medical workload are public health issues with urgent concerns in various fields around the world (Maleki et al, 2021;Stokes & Iskander, 2021). In addition, assisting children who receive invasive treatment, such as intravenous injections (IV), is a difficult skill in clinical nursing practice, especially for young children who have limited communication competences and are afraid of needles (Hsu et al, 2022;Tsao et al, 2017;Fadlilah et al, 2022) pointed out that hospitalized children are prone to anxiety; if untreated in time, this anxiety might hinder the treatment process and increase the length of treatment, thus prolonging the inpatient days. Therefore, in clinical nursing practice, there is a need for interactive health education tools to assist in communication with children and in pacifying their mood during IV treatment (Canares et al, 2021;Wong et al, 2019;Tsao et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…The efficacy of immersive VR on pain management during needle-related procedure in the ED, has been compared to either no distraction [13] or non-VR distractions [12,30,[33][34][35][36]38]; while VR reduces postprocedural self-and observed-reported pain compared to no distraction [13], it is uncertain whether VR is superior to non-VR distractions (e.g. watching favorite video, listening to music, reading a book or playing a game of choice on a tablet) for pain management.…”
Section: Paediatricmentioning
confidence: 99%