| Literature DB >> 30227602 |
Jung-Hee Ryu1,2, Jin-Woo Park3,4, Francis Sahngun Nahm5,6, Young-Tae Jeon7,8, Ah-Young Oh9,10, Hak Jong Lee11, Jin-Hee Kim12,13, Sung-Hee Han14,15.
Abstract
The use of gamification in healthcare has been gaining popularity. This prospective, randomized, clinical trial was designed to evaluate whether gamification of the preoperative process-via virtual reality (VR) gaming that provides a vivid, immersive and realistic experience-could reduce preoperative anxiety in children. Seventy children scheduled for elective surgery under general anesthesia were randomly divided into either the control or gamification group. Children in the control group received conventional education regarding the preoperative process, whereas those in the gamification group played a 5 min VR game experiencing the preoperative experience. Preoperative anxiety, induction compliance checklist (ICC), and procedural behavior rating scale (PBRS) were measured. Sixty-nine children were included in the final analysis (control group = 35, gamification = 34). Preoperative anxiety (28.3 [23.3⁻36.7] vs. 46.7 [31.7⁻51.7]; p < 0.001) and intraoperative compliance measured using ICC (p = 0.038) were lower in the gamification group than in the control group. However, PBRS (p = 0.092) and parent/guardian satisfaction (p = 0.268) were comparable between the two groups. VR experience of the preoperative process could reduce preoperative anxiety and improve compliance during anesthetic induction in children undergoing elective surgery and general anesthesia.Entities:
Keywords: preoperative anxiety; preoperative experience; virtual reality game
Year: 2018 PMID: 30227602 PMCID: PMC6162739 DOI: 10.3390/jcm7090284
Source DB: PubMed Journal: J Clin Med ISSN: 2077-0383 Impact factor: 4.241
Figure 1Virtual reality video game. (a) Players experience general anesthesia induction in a 360 degree, three-dimensional virtual environment, through first-person viewpoint; (b) can interact with virtual devices; (c) with a head-mounted VR display and a hand and finger motion controller.
Figure 2Consort diagram.
Patients, anesthesia and surgery characteristics.
| Control Group ( | Gamification Group ( | ||
|---|---|---|---|
| Age (year) | 6 (5−8) | 5 (5−7) | 0.170 |
| Height (cm) | 116.7 (109.8–127.3) | 114.7 (108.7–125.7) | 0.618 |
| Weight (kg) | 21.3 (18.9–28.6) | 20.9 (18.4–28.9) | 0.529 |
| BMI (kg/m2) | 16.8 (15.7–17.6) | 16.3 (15.2–17.3) | 0.400 |
| Gender (M/F) | 22 (63)/13 (37) | 18 (53)/16 (47) | 0.469 |
| ASA physical class (I/II) | 34 (97)/1 (3) | 33 (97)/1 (3) | >0.999 |
| Induction time (min) | 6 (4.5–8) | 6 (5–7.8) | 0.789 |
| Anesthesia time (min) | 40 (35–50) | 42.5 (35–50) | 0.479 |
| Operation time (min) | 20 (17.5–25) | 20 (15–30) | 0.997 |
| Type of surgery | 0.569 | ||
| Otolaryngeal | 12 (34) | 17 (50) | |
| Ophthalmic | 14 (40) | 12 (35) | |
| Dental | 4 (11) | 2 (6) | |
| Others | 5 (15) | 3 (9) |
VR: virtual reality; ASA: American Society of Anesthesiologist; Induction time: time from the entrance into the operating room to intubation. Data are expressed as median (interquatile range [IQR]) or numbers (%).
Preoperative anxiety, induction compliance, and stressful behaviors of children and parental satisfaction.
| Control Group ( | Gamification Group ( | |||
|---|---|---|---|---|
| m-YPAS | baseline | 50.0 (43.3–65) | 51.7 (46.7−67.5) | 0.389 |
| preanesthetic | 46.7 (31.7–51.7) | 28.3 (23.3−36.7) | <0.001 | |
| difference | 0 (−20–4.2) | −22.5 (−29.6–−14.2) | 0.002 | |
| ICC score | perfect (0) | 19 (54) | 27 (79) | 0.038 |
| moderate (1–3) | 13 (37) | 7 (21) | ||
| poor (>4) | 3 (9) | 0 (0) | ||
| PBRS score | 1 (0–2) | 0 (0–1) | 0.092 | |
| Satisfaction Score (101 NRS) | 100 (90–100) | 100 (90–100) | 0.268 | |
m-YPAS: modified Yale Preoperative Anxiety; ICC: induction compliance checklist; PBRS: procedural behavior rating scale; NRS: numerical rating scale (0, very dissatisfied; 100, very satisfied). Data are expressed as median (IQR) or numbers (%).