| Literature DB >> 28644422 |
Andrea Stevenson Won1, Jakki Bailey2, Jeremy Bailenson3, Christine Tataru4, Isabel A Yoon5, Brenda Golianu6.
Abstract
Children must often endure painful procedures as part of their treatment for various medical conditions. Those with chronic pain endure frequent or constant discomfort in their daily lives, sometimes severely limiting their physical capacities. With the advent of affordable consumer-grade equipment, clinicians have access to a promising and engaging intervention for pediatric pain, both acute and chronic. In addition to providing relief from acute and procedural pain, virtual reality (VR) may also help to provide a corrective psychological and physiological environment to facilitate rehabilitation for pediatric patients suffering from chronic pain. The special qualities of VR such as presence, interactivity, customization, social interaction, and embodiment allow it to be accepted by children and adolescents and incorporated successfully into their existing medical therapies. However, the powerful and transformative nature of many VR experiences may also pose some risks and should be utilized with caution. In this paper, we review recent literature in pediatric virtual reality for procedural pain and anxiety, acute and chronic pain, and some rehabilitation applications. We also discuss the practical considerations of using VR in pediatric care, and offer specific suggestions and information for clinicians wishing to adopt these engaging therapies into their daily clinical practice.Entities:
Keywords: Virtual reality; nonpharmacological; pediatric pain; procedural pain; rehabilitation
Year: 2017 PMID: 28644422 PMCID: PMC5532544 DOI: 10.3390/children4070052
Source DB: PubMed Journal: Children (Basel) ISSN: 2227-9067
The following terms were searched on PubMed (www.ncbi.nlm.nih.gov/pubmed/) between 2000 and 2017.
| Key Word Search | Number of Articles Obtained | Number of Articles Deemed Relevant and Utilized in Review |
|---|---|---|
| Virtual Reality and Pediatric Procedures | 94 | 13 |
| Virtual Reality and Pediatric Anxiety | 14 | 7 |
| Virtual Reality and Procedural Anxiety | 13 | 8 |
| Virtual Reality and Pediatric Procedural Anxiety | 5 | 5 |
| Virtual Reality and Pediatric Chronic Pain | 4 | 4 |
| Virtual Reality and Pediatric Acute Pain | 5 | 5 |
| Virtual Reality and Pain | 312 | 31 |
| Virtual Reality and Acute pain | 35 | 16 |
| Virtual Reality and Chronic Pain | 63 | 27 |
Possible benefits and side effects of VR.
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Provides distraction from pain Promotes movement Promotes imagination Fosters sense of internal health locus of control Promotes cortical repatterning (potentially) | |
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Visually-induced motion sickness (dizziness, nausea) Collisions with nearby objects As with other media, risks social isolation In younger children, possible potential for “false memories” |
Virtual Reality (VR) head-mounted display (HMD) hardware. This table provides a non-exhaustive list of hardware
| Product Name | Pricing for Headset at Time of Publication | Product Information | Description | Appropriate Ages | Limitations | Tracking |
|---|---|---|---|---|---|---|
| HTC Vive | $799 | HMD & hand trackers, whole-room VR | (minimum 7+) | Requires “VR ready” personal computer (PC) | Positional and rotational | |
| Oculus Rift &Touch Controllers | $599.98 | HMD & hand trackers, can be set up on a desktop | 13+ | Requires “VR ready” PC | Positional and rotational | |
| PlayStation VR | $499 | Video game console HMD and hand trackers | 12+ | Requires Sony PS4, compatible only with PlayStation games | Positional and rotational | |
| Google Cardboard | $5 and up | Phone-based | Unspecified; with adult supervision (single use <5–10 min) | No hand tracking, limited interactivity; requires VR-compatible phone | Rotational | |
| Google Daydream | $79 | Phone-based; lightweight; | 13+ | Currently limited software library; requires VR-compatible phone | Rotational with one controller | |
| Gear VR | $129.99 | Phone-based, adjustable headset with hand controller | 13+ | Limited features compared to PC-based VR; requires VR-compatible phone | Rotational | |
Figure 1The child may move her head in pitch orientation, as in nodding her head, in yaw orientation, as in moving her head from side to side to look around the environment, or in roll orientation, as in touching her ear to her shoulder.
Figure 2Virtual Reality (VR) coordinate system. In this picture, movement in the y-axis corresponds to moving up and down, movement in the x-axis corresponds to moving left and right, and movement in the z-axis corresponds to moving forward and backward. While global positional coordinates may vary according to set up, y is the up–down direction and the z-axis will often reflect movement towards the monitor of the desktop computer.
Suggestions for VR games and their applications.
| Game Title | Hardware Compatibility | Where to Find It | Potential Applications | Qualities |
|---|---|---|---|---|
| Google Earth VR | -HTC Vive | -Anxiety | -Hands-free | |
| Minecraft | -HTC Vive | 1. Install PC version of Minecraft | -Anxiety | -Controller required |
| Guided Meditation VR | -HTC Vive | -Anxiety | -Hands Free | |
| The Lab | -HTC Vive | -Anxiety | -Exploration | |
| The Blu | -HTC Vive | -Anxiety | -Hands-free |