scholarly journals How does virtual reality compare to a standard preparatory manual and Child Life programming for improving success and reducing anxiety during paediatric medical imaging? A randomized clinical trial (Preprint)

Author(s):  
Chelsea Stunden ◽  
Kirsten Stratton ◽  
Sima Zakani ◽  
John Jacob
2020 ◽  
Author(s):  
Chelsea Stunden ◽  
Kirsten Stratton ◽  
Sima Zakani ◽  
John Jacob

BACKGROUND Magnetic Resonance (MR) Imaging is anxiety-provoking, particularly for pediatric patients and their families. Anxiety and non-compliance (ie, movement during imaging) are often managed with sedation; however, the psychological, physiological, and health systems impacts related to sedation have necessitated alternative methods to improve success with non-sedated MR imaging. OBJECTIVE To compare the effectiveness of virtual reality to a preparatory book and Child Life program for reducing motion and anxiety during pediatric MR imaging. METHODS A non-blinded, randomized clinical trial with three arms, including virtual reality (VR), the hospital’s preparation book (BLK), and the hospital’s Child Life Program (CLP), was conducted among children aged 4-to-13 years. Participants progressed through preparing for a head scan with their allocated preparation program, then completing the head scan in the hospital’s MRI simulator room. The primary outcomes were a success during the MR simulator and situational anxiety. Data were collected via REDCap at baseline, after preparing, and after the simulated scan. We secondarily administered measures of caregiver anxiety, usability, and satisfaction with the preparation programs. RESULTS A total of 84 participants were recruited and enrolled in the study (VR n=30, BLK n=24, CLP n=30). No significant differences were found between the groups on success in the MR simulation assessment (X2 = 2.642, p = 0.267, df = 2). Children preparing with the book exhibited trends of higher anxiety between preparation and the assessment than children preparing with VR (x ̅ =1.12, 95% CI = 0.01 to 2.25, p = 0.053). The caregivers in the BLK arm also reported being significantly more anxious than the caregivers in the VR group before the assessment (x ̅ = 5.33, 95% CI = 3.24 to 7.43, p < 0.001) and CLP group (x ̅ = 3.73, 95% CI = 1.64 to 5.83, p < 0.001). Caregiver anxiety in the BLK group continued after the assessment was over and remained higher than the VR group (x ̅ =1.84, 95% CI = 0.25 to 3.43, p = 0.019). In terms of satisfaction with the preparatory materials, children reported more satisfaction in the CLP group compared to the BLK group (x ̅ = 17.51, 95% CI = 0.07 to 34.95, p = 0.049), whereas, caregivers preparing with VR or CLP reported the most satisfaction (x ̅ = 4.51, 95% CI = 2.32 to 6.70, p < 0.001; x ̅ = 4.07, 95% CI = 1.86 to 6.28, p < 0.001, respectively). In all groups, the children reported feeling that the actual experiences with the preparation materials matched their expectations [F(2,81) = 1.014, p = 0.367]. CONCLUSIONS Virtual reality preparation could be a viable alternative to sedation when utilized to improve process compliance and effectiveness of pediatric medical imaging. Future research should focus on testing with pediatric patients in clinical care settings. CLINICALTRIAL U.S. National Library of Medicine (#NCT03931382)


2021 ◽  
Vol 10 (11) ◽  
pp. 2486
Author(s):  
Jung-Hee Ryu ◽  
Jin-Woo Park ◽  
Sang Il Choi ◽  
Ji Young Kim ◽  
Hyunju Lee ◽  
...  

Virtual reality (VR), which offers an immersive experience, has been implemented into the education of pediatric patients to reduce peri-procedural anxiety. This randomized clinical trial evaluated the effect of VR, compared with standard video, on reducing anxiety and distress in pediatric patients undergoing chest radiography. A total of 120 children aged 4 to 8 years with scheduled chest radiography appointments were randomized into either the tablet or the VR group. Children in the tablet group experienced chest radiography indirectly with a 3 min tablet video, whereas those in the VR group received the same content via a VR experience. The distress of children was measured using the Observational Scale of Behavioral Distress (OSBD) scale. Parental presence and procedural outcomes were also recorded. The number of less distressed children (OSBD score < 5) was significantly higher in the VR group than in the tablet group (49 [81.7%]) vs. 32 [53.3%]) (p = 0.001). The OSBD scores, the need for parental presence, the procedure time, and the number of repeated procedures were all lower in the VR group. The immersive VR experience appears to decrease the degree of anxiety in children and increase the efficiency of the procedures compared with the tablet video with the same content.


2022 ◽  
Author(s):  
Megan Armstrong ◽  
Jonathan Lun ◽  
Jonathan I Groner ◽  
Rajan K Thakkar ◽  
Renata Fabia ◽  
...  

Importance: Virtual Reality (VR) gaming is considered a safe and effective alternative to standard pain alleviation in the hospital, we advocate for its use during repeated redressing at home. Objective: This study will address the effectiveness and feasibility of the Virtual Reality Pain Alleviation Tool (VR-PAT) that was developed by the research team for repeated at-home burn dressing changes. Design, Setting and Participants: Randomized clinical trial among patients recruited at the Nationwide Childrens Hospital (NCH) outpatient burn clinic between September 2019 and June 2021. We included English-speaking burn patients 5-17 years old requiring daily dressing changes for at least one week after first outpatient dressing change. Interventions: One group played an interactive VR-PAT game during dressing changes, while the other utilized standard distraction techniques available in the home for a week. Both child and caretaker were later asked to assess perceived pain. Those in the intervention group were asked to evaluate convenience and enjoyment of the VR-PAT game. Outcomes: Patients were asked to rate perceived pain on a scale of 1-10, and caregivers were asked to rate observed pain on a scale of 1-10. For the VR-PAT group, patients were also asked to rate various aspects of the VR game on a scale of 1-10 and caregivers were asked questions assessing ease of use. Conclusions: Subjects found the VR-PAT to be a useful distraction during home dressing changes and reported it be easy to implement. In the VR-PAT group, child and caregiver reported pain decreased as the week of dressing changes progressed and was lower than those in the control group after the fourth dressing change. Children playing the VR-PAT reported consistent happiness and fun as the week went on and increased realism and engagement, which means our results were not just due to the novel experience of VR-PAT.


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