Effect of Virtual Reality and Serious Games on Pain, Fear, Anxiety, and Satisfaction During Skin Prick Testing in Children
NCT ID: NCT06993259
Last Updated: 2025-05-28
Study Results
The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.
Basic Information
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COMPLETED
NA
90 participants
INTERVENTIONAL
2025-01-01
2025-05-15
Brief Summary
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Detailed Description
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Conditions
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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
NONE
Study Groups
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Control Group
No interventions assigned to this group
Serious Game
Serious game
Children in the serious game group played Subway Surfers on a tablet starting three minutes before and continuing throughout the skin prick test. The game was chosen by pediatric experts for its age-appropriateness and ability to sustain attention without overstimulation. As a fast-paced, interactive tool, it served as an effective distraction to reduce pain, fear, and anxiety. After the procedure, children and parents rated pain (WBFPS), fear (CFS), anxiety (CAS-S), and satisfaction using structured feedback forms.
Virtual Reality
Virtual Reality
Children in the virtual reality (VR) group watched a 360° Ice Age video via headset starting three minutes before and continuing throughout the allergy test. The video, selected by pediatric experts, was age-appropriate, visually rich, and emotionally neutral. VR provided immersive distraction to reduce pain, fear, and anxiety. After the test, children and parents rated pain (WBFPS), fear (CFS), anxiety (CAS-S), and satisfaction through structured forms.
Interventions
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Virtual Reality
Children in the virtual reality (VR) group watched a 360° Ice Age video via headset starting three minutes before and continuing throughout the allergy test. The video, selected by pediatric experts, was age-appropriate, visually rich, and emotionally neutral. VR provided immersive distraction to reduce pain, fear, and anxiety. After the test, children and parents rated pain (WBFPS), fear (CFS), anxiety (CAS-S), and satisfaction through structured forms.
Serious game
Children in the serious game group played Subway Surfers on a tablet starting three minutes before and continuing throughout the skin prick test. The game was chosen by pediatric experts for its age-appropriateness and ability to sustain attention without overstimulation. As a fast-paced, interactive tool, it served as an effective distraction to reduce pain, fear, and anxiety. After the procedure, children and parents rated pain (WBFPS), fear (CFS), anxiety (CAS-S), and satisfaction using structured feedback forms.
Eligibility Criteria
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Inclusion Criteria
* Scheduled to undergo an allergy skin prick test
* No visual impairments
* No use of anxiolytic or analgesic medication within the past six hours
* Voluntary agreement to participate (child assent and parental consent)
Exclusion Criteria
* Not scheduled for an allergy skin prick test
* Presence of visual impairments
* Use of anxiolytic or analgesic medication within the past six hours
* Refusal to participate
6 Years
12 Years
ALL
Yes
Sponsors
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Trakya University
OTHER
Responsible Party
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Remziye Semerci
Principal Investigator
Locations
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Koç University
Istanbul, Istanbul, Turkey (Türkiye)
Countries
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Other Identifiers
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KOC_UNI
Identifier Type: -
Identifier Source: org_study_id
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