Literature DB >> 18367495

Effects of videogame distraction using a virtual reality type head-mounted display helmet on cold pressor pain in children.

Lynnda M Dahlquist1, Karen E Weiss, Lindsay Dillinger Clendaniel, Emily F Law, Claire Sonntag Ackerman, Kristine D McKenna.   

Abstract

OBJECTIVE: To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain.
METHOD: Forty-one children, aged 6-14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial.
RESULTS: Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited.

Entities:  

Mesh:

Year:  2008        PMID: 18367495      PMCID: PMC2722134          DOI: 10.1093/jpepsy/jsn023

Source DB:  PubMed          Journal:  J Pediatr Psychol        ISSN: 0146-8693


  38 in total

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2.  A power primer.

Authors:  J Cohen
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5.  Cognitive-behavioural predictors of children's tolerance of laboratory-induced pain: implications for clinical assessment and future directions.

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8.  Virtual reality as a pediatric pain modulation technique: a case study.

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9.  Mothers' modeling influences children's pain during a cold pressor task.

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10.  A psychometric evaluation of the parent report form of the State-Trait Anxiety Inventory for Children--Trait Version.

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  27 in total

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Authors:  Karen E Weiss; Lynnda M Dahlquist; Karen Wohlheiter
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4.  Effects of videogame distraction and a virtual reality type head-mounted display helmet on cold pressor pain in young elementary school-aged children.

Authors:  Lynnda M Dahlquist; Karen E Weiss; Emily F Law; Soumitri Sil; Linda Jones Herbert; Susan Berrin Horn; Karen Wohlheiter; Claire Sonntag Ackerman
Journal:  J Pediatr Psychol       Date:  2009-09-28

5.  Moving Beyond Role-Play: Evaluating the Use of Virtual Reality to Teach Emotion Regulation for the Prevention of Adolescent Risk Behavior Within a Randomized Pilot Trial.

Authors:  Wendy Hadley; Christopher Houck; Larry K Brown; Josh S Spitalnick; Mirtha Ferrer; David Barker
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Review 6.  Application of virtual reality technology in clinical medicine.

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7.  INTERACTIVITY INFLUENCES THE MAGNITUDE OF VIRTUAL REALITY ANALGESIA.

Authors:  Regina Wender; Hunter G Hoffman; Harley H Hunner; Eric J Seibel; David R Patterson; Sam R Sharar
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8.  Videogame distraction using virtual reality technology for children experiencing cold pressor pain: the role of cognitive processing.

Authors:  Emily F Law; Lynnda M Dahlquist; Soumitri Sil; Karen E Weiss; Linda Jones Herbert; Karen Wohlheiter; Susan Berrin Horn
Journal:  J Pediatr Psychol       Date:  2010-07-23

9.  Virtual reality and pain management: current trends and future directions.

Authors:  Angela Li; Zorash Montaño; Vincent J Chen; Jeffrey I Gold
Journal:  Pain Manag       Date:  2011-03

10.  Virtual-reality distraction and cold-pressor pain tolerance: does avatar point of view matter?

Authors:  Lynnda M Dahlquist; Linda J Herbert; Karen E Weiss; Monica Jimeno
Journal:  Cyberpsychol Behav Soc Netw       Date:  2010-04-03
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