Literature DB >> 21369538

Electronic gaming as pain distraction.

Eleanor Jameson1, Judy Trevena, Nic Swain.   

Abstract

The current study investigated whether active distraction reduces participants' experience of pain more than passive distraction during a cold pressor task. In the first experiment, 60 participants were asked to submerge their hand in cold (2°C) water for as long as they could tolerate. They did this with no distraction, and then with active (electronic gaming system) and passive (television) distraction, in randomly assigned order. Tolerance time, pain intensity ratings and task absorption ratings were measured for each condition. A second experiment attempted to control for participants' expectations about the effects of distraction on pain. Forty participants underwent the same experimental procedure, but were given verbal suggestions about the effects of distraction by the experimenter before each distraction condition. Participants in both experiments had a significantly higher pain tolerance and reported less pain with the active distraction compared with passive or no distraction. Participants reported being more absorbed, and were significantly more willing to do the task again when they had the active distraction compared with both passive distraction and no distraction. They also had more enjoyment, less anxiety and greater reduction in pain with active distraction than with passive distraction. There was no effect of suggestion. These experiments offer further support for the use of electronic games as a method of pain control.

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Year:  2011        PMID: 21369538      PMCID: PMC3052404          DOI: 10.1155/2011/856014

Source DB:  PubMed          Journal:  Pain Res Manag        ISSN: 1203-6765            Impact factor:   3.037


  18 in total

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Authors:  K H Todd
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  11 in total

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7.  Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies.

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8.  Aerobic Exercise As a Potential Way to Improve Self-Control after Ego-Depletion in Healthy Female College Students.

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9.  A randomised controlled trial to assess the feasibility of utilising virtual reality to facilitate analgesia during external cephalic version.

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10.  Increased absorption in autonomous sensory meridian response.

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