| Literature DB >> 32012042 |
Naseem Ahmadpour1, Melanie Keep2, Anna Janssen3, Anika Saiyara Rouf4, Michael Marthick3.
Abstract
BACKGROUND: Virtual reality (VR) technology has been explored in the health sector as a novel tool for supporting treatment side effects, including managing pain and anxiety. VR has recently become more available with the launch of low-cost devices and apps.Entities:
Keywords: adolescents; anxiety; children; design; distraction; pain; virtual reality
Year: 2020 PMID: 32012042 PMCID: PMC7055787 DOI: 10.2196/14565
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Flowchart of the literature screening and selection process. ACM: Association for Computing Machinery.
Classification of findings relevant to considerations for creating virtual reality apps for managing pain and anxiety.
| Considerations | Examples | Articles | |
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| Distraction |
Engaging the patient’s attention through VRa content through entertaining videos or games, for example, | Faber et al [ |
| Focus shifting |
Engaging the patient’s cognitive resources through game-led tasks, for example, multiple object tracking | Piskorz and Czub [ | |
| Capacity or skill building |
Engaging the patient in game-led activities to build capacities for self-regulation, for example, deep breathing in | Liszio and Masuch [ | |
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| Product |
Tailoring simplicity and interactivity to improve control Removing barriers to engagement to improve a sense of autonomy Diversifying sensory inputs Diversifying sensory output and stimulation Improving sense of presence | Gold and Mahrer [ |
| Experience |
Improving ability to attend to distractors Creating a sense of safety through familiar design elements or familiarity with medical procedure Incorporating narrative elements Cultivating growth and motivation Fostering empathy and compassion | Liszio and Masuch [ | |
aVR: virtual reality.
Figure 2VR interventions for pain and anxiety on a continuum; characterized in terms of patient experience and role (passive to active), VR design (feedback to user from none to interactive feedback) and intervention goal (distraction to skill-building).
Figure 3A holistic model to support design of VR interventions for managing pain and anxiety.