PURPOSE: This experimental study was conducted to determine the effect of using a virtual reality headset on decreasing the pain felt during a venipuncture procedure in children. DESIGN: This was a randomized controlled study. METHODS: The population included 120 children (experimental group = 60, control group = 60) aged 9-12 years who underwent blood collection at a children's hospital clinic. This study collected data using the information form regarding introductory characteristics of children and the venipuncture procedure, the Visual Analogue Scale, and the Wong-Baker Faces Pain Scale. FINDINGS: This study found that the levels of pain that experimental group children felt during the venipuncture procedure were lower than the levels of pain indicated by control group children (P < .05). CONCLUSIONS: It was determined that using a virtual reality headset has an effect on decreasing the pain felt during the venipuncture procedure.
RCT Entities:
PURPOSE: This experimental study was conducted to determine the effect of using a virtual reality headset on decreasing the pain felt during a venipuncture procedure in children. DESIGN: This was a randomized controlled study. METHODS: The population included 120 children (experimental group = 60, control group = 60) aged 9-12 years who underwent blood collection at a children's hospital clinic. This study collected data using the information form regarding introductory characteristics of children and the venipuncture procedure, the Visual Analogue Scale, and the Wong-Baker Faces Pain Scale. FINDINGS: This study found that the levels of pain that experimental group children felt during the venipuncture procedure were lower than the levels of pain indicated by control group children (P < .05). CONCLUSIONS: It was determined that using a virtual reality headset has an effect on decreasing the pain felt during the venipuncture procedure.
Authors: Marta Lluesma-Vidal; Raquel Carcelén González; Cayetana Ruiz-Zaldibar; Laura García-Garcés; María I Sánchez-López; Loreto Peyro Journal: JMIR Serious Games Date: 2022-08-09 Impact factor: 3.364