Using an Interactive Virtual Reality System to Distract Burns Patients During Burn Treatments
NCT ID: NCT03827304
Last Updated: 2025-03-25
Study Results
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View full resultsBasic Information
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COMPLETED
NA
5 participants
INTERVENTIONAL
2017-04-01
2017-12-31
Brief Summary
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* to measure the impact of the interventions on objective indicators of pain and distress during dressing changes within the small sample
* to assess pain medication use during virtual reality interventions
* to compare the above effects and experiences across two conditions within each participant: an active version of a virtual reality intervention, and a 'control' condition of no intervention;
* to assess the perceived usability, acceptability, engagement with and enjoyment of the virtual reality intervention to patients
* to consider the apparent feasibility of the virtual reality intervention within a Burns Unit inpatient setting during painful dressing changes 4. Design This is an exploratory feasibility study with a small clinical sample of burns patients and staff caring for them, in a single burns unit setting, employing mixed methods and a repeated measures design to achieve the aims set out above.
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Detailed Description
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Materials used included the VR headset and the software developed using gaming environments, a booklet of questionnaires for the participants to complete, a monitor to measure heart rate, a brief interview schedule, a focus group schedule and digital recording equipment. An active (participatory) gaming environment was developed for participants to trial On three dressing change days participants were asked to complete the two 0-100 ratings 4 times - before their dressing change and three afterwards: immediately after the dressing change and then after 2 and 4 hours. Participants were also asked to complete the scales once on a non-dressing day after the study, to allow assessment of the impact beyond dressing days of the VR intervention. Researcher added in the dates and times for each participant in their booklet. These outcomes were selected as especially important to the study, but also to minimise participant burden. The booklet contained boxes and prompts for participants to add free text responses about the experiences the investigators being monitoring, should participants wish.
Patients were not asked during dressing changes to make any comment about their experience, so that patients could concentrate on the VR environments and to avoid adding to patient burden on the non-intervention condition.
After each VR intervention dressing change, patients were asked a few questions about their experience of pain and the gaming environment, such as 'How was your pain during the dressing change while you were in the VR environment?' 'How did you feel generally during the experience?' 'How helpful did you find the VR during the dressing change?' etc. These short interviews (max 10 minutes) were recorded on a password protected digital recorder.
After both interventions, on a non-dressing change day, another short interview (max 10 minutes) was conducted to enable the participant to make comparisons between the different VR experiences and general comments about their effectiveness, usability and impact compared with no VR. Questions included 'Which VR experience did you prefer and why?' 'From your experience how does a dressing change under VR compare with one with no VR experience?' etc.
Nursing staff were interviewed in a focus group at the end of the study.
Conditions
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Study Design
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NA
SINGLE_GROUP
* patient and staff perceptions of the effect of active and passive VR on perceived pain and anxiety during painful dressings changes;
* patient perceptions of the usability, acceptability, engagement with and enjoyment of active and passive VR scenarios;
* staff perceptions about the usability and implications of the VR technology within a Burns Unit inpatient setting.
Methods: This was a small-scale qualitative usability study, employing qualitative methods to intervention development and feasibility work.
Patients: Participants were adult inpatients at the local Burns Unit who were undergoing regular dressing changes during the study period. Exclusion criteria included head and neck burns, wound infection, current diagnosis of PTSD, active psychotic symptoms or high levels of distress. Suitable patients were briefly introduced to the study and supplied with a full information sheet, with details about aims, procedures and rights.
SUPPORTIVE_CARE
NONE
Study Groups
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Burns patients
This is the group of burns patients that use receive the intervention with the Virtual Reality pain distraction game during the dressing change.
Virtual Reality Distraction for Burns patients
Patients wore a VR headset while undergoing a burns dressing change
Interventions
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Virtual Reality Distraction for Burns patients
Patients wore a VR headset while undergoing a burns dressing change
Other Intervention Names
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Eligibility Criteria
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Inclusion Criteria
* receiving regular dressing changes during the study period
Exclusion Criteria
* high levels of distress
* head and neck burns
18 Years
ALL
No
Sponsors
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National Institute for Health Research, United Kingdom
OTHER_GOV
University of Sheffield
OTHER
Sheffield Teaching Hospitals NHS Foundation Trust
OTHER
Sheffield Hallam University
OTHER
Responsible Party
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Principal Investigators
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Ivan Phelan, MSc
Role: PRINCIPAL_INVESTIGATOR
Sheffield Hallam University
Locations
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Ivan Phelan
Sheffield, South Yorkshire, United Kingdom
Countries
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Provided Documents
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Document Type: Study Protocol and Statistical Analysis Plan
Other Identifiers
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AA8434
Identifier Type: -
Identifier Source: org_study_id
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