Effect of the Format of a Video Game on Children's Experience During Venipuncture
NCT ID: NCT05065307
Last Updated: 2022-11-09
Study Results
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Basic Information
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COMPLETED
NA
50 participants
INTERVENTIONAL
2021-06-21
2021-07-06
Brief Summary
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Detailed Description
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Virtual Reality (VR) is a promising technology that combines all of these methods above into an immersive and engaging tool for pain and anxiety relief that could equal or exceed the effectiveness of other existing non-pharmacological techniques. In addition, it is relatively inexpensive and provides a relevant alternative when hypnosis practitioners are not available.
The virtual reality contents (hereon ''games'') available on the market are varied. However, these tools are mainly based on distraction and often do not take into account the therapeutic communication and hypnosis principles proven useful in managing anxious children, as well as other psychological factors facilitating, for example, the "empowerment" of patients. Moreover, the quality of immersion in a virtual environment is essential for its effectiveness, and the tools currently available remain limited in this respect (mini-games, 360-degree video). Moreover, these tools have little external control and even fewer intelligent mechanisms to adapt content to the patient experience.
The investigators developed a prototype VR tool, which, unlike tools from other clinical studies of virtual reality, implemented a narration integrating several properties of hypnosis induction (in particular relaxation and regulation) with a gameplay designed to induce distraction and empowerment. The game was developed with the objective of engaging the child in an environment where he or she is first familiarized and reassured, then engaged in the missions of the game, and finally rewarded, all with the intent of decreasing anxiety and pain during a procedure. The investigators have carefully adapted the initial versions of this VR scenario to young, hospitalized children (starting from the age of 5 years of age) undergoing painful and anxiogenic procedures such as venipuncture. This population is ideal for our needs because they are often resistant to other non-pharmacological techniques (hypnosis susceptibility peaks between 8 and 12 years and, at the same time, have a good knowledge of artificial environments and computer games. A pilot study conducted in our department showed that children who played the VR game rated their pain and anxiety less high than children who received standard of care, during venipuncture. Venipuncture is some of the most common procedures in pediatric emergency departments and one of the most common sources of unrelieved pain and anxiety in hospitalized children.
To date, no study has attempted to isolate the added value of VR by comparing it with a similar game offered in a format such as a video tablet (ie.g.: iPad, etc.).
When used in a correct subset of patients (excluding patients with light-sensitive epilepsy), there are no risks anticipated aside from potential mild nausea or dizziness, which is rarely described in children using virtual reality, which would make this study a risk category A study.
Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
NONE
Study Groups
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Video game in Virtual reality
The study subject will be playing a video game during the venipuncture, in virtual reality
Venipuncture
Diagnostic venipuncture
Video game on a tablet
The study subject will be playing a video game during the venipuncture, on a tablet
Venipuncture
Diagnostic venipuncture
Interventions
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Venipuncture
Diagnostic venipuncture
Eligibility Criteria
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Inclusion Criteria
Exclusion Criteria
* Known or suspected light-sensitive epilepsy
* Moderate or severe intellectual disability
* Physical factors preventing placement of the VR headset (e.g.: wound on the face, etc.)
* Inability to understand or follow the procedures of the study due to a language barrie
5 Years
12 Years
ALL
Yes
Sponsors
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University Hospital, Geneva
OTHER
Responsible Party
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Cyril Sahyoun
Deputy Chief
Principal Investigators
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Cyril Sahyoun, MD
Role: PRINCIPAL_INVESTIGATOR
University Hospital, Geneva
Locations
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Geneva University Hospitals
Geneva, , Switzerland
Countries
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References
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Zavlanou C, Savary V, Mermet S, Sander D, Corradi-Dell'Acqua C, Rudrauf D, Tisserand Y, Sahyoun C. Virtual reality vs. tablet for procedural comfort using an identical game in children undergoing venipuncture: a randomized clinical trial. Front Pediatr. 2024 May 13;12:1378459. doi: 10.3389/fped.2024.1378459. eCollection 2024.
Other Identifiers
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2021-00979
Identifier Type: -
Identifier Source: org_study_id
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