| Literature DB >> 35982492 |
Megan Armstrong1,2, Jonathan Lun1,2,3, Jonathan I Groner1,2,4,5, Rajan K Thakkar1,4,5, Renata Fabia1,4,5, Dana Noffsinger1,4, Ai Ni6, Rohali Keesari7, Henry Xiang8,9,10.
Abstract
BACKGROUND: Virtual reality (VR) gaming is considered a safe and effective alternative to standard pain alleviation in the hospital. This study addressed the potential effectiveness and feasibility of a VR game that was developed by our research team for repeated at-home burn dressing changes.Entities:
Keywords: Burn; Injury; Pain management; Pediatrics; Virtual reality
Year: 2022 PMID: 35982492 PMCID: PMC9386208 DOI: 10.1186/s40814-022-01150-9
Source DB: PubMed Journal: Pilot Feasibility Stud ISSN: 2055-5784
Fig. 1CONSORT flow diagram of participant recruitment
Demographics, burn characteristics, and experience with games of study participants
| Characteristics | Intervention group | |
|---|---|---|
| VR ( | Control ( | |
| Gender, | ||
| Male | 11 (64.7) | 8 (44.4) |
| Female | 6 (35.3) | 10 (55.6) |
| Race, | ||
| White | 15 (88.2) | 14 (77.8) |
| Black | 2 (11.8) | 3 (16.7) |
| Other | 0 (0) | 1 (5.6) |
| Age in years, mean (SD) | 10.7 (2.9) | 12.3 (3.3) |
| Burn degree, | ||
| Second | 16 (94.1) | 16 (88.9) |
| Third | 1 (5.9) | 2 (11.1) |
| TBSA (%), median (IQR) | 1 (1 - 2) | 1 (0.5 - 1.5) |
| VR weekly | 0 (0 - 0) | 0 (0 - 0) |
| Console weekly | 2 (0 - 5.5) | 2 (0 - 7) |
| Computer weekly | 7 (2 - 7) | 5 (2 - 7) |
Abbreviations: TBSA Total body surface area, VR Virtual reality, n Frequency, SD Standard deviation, IQR Inter-quartile range
aDays per week playing games on VR, console (i.e., PlayStation®, Xbox, Nintendo SwitchTM), or computer (including mobile platforms)
Reported pain medication use by dressing number and intervention group
| Dressing Number | VR, | Control, | ||||||
|---|---|---|---|---|---|---|---|---|
| Total | No | Yes | Missing | Total | No | Yes | Missing | |
| 1 | 11 | 3 (27.3) | 6 (54.6) | 2 (18.2) | 13 | 10 (76.9) | 3 (23.1) | 0 (0.0) |
| 2 | 11 | 4 (36.4) | 5 (45.5) | 2 (18.2) | 13 | 10 (76.9) | 3 (23.1) | 0 (0.0) |
| 3 | 9 | 4 (44.4) | 4 (44.4) | 1 (11.1) | 13 | 11 (84.6) | 2 (15.4) | 0 (0.0) |
| 4 | 8 | 5 (62.5) | 2 (25.0) | 1 (12.5) | 13 | 10 (76.9) | 3 (23.1) | 0 (0.0) |
| 5 | 8 | 6 (75.0) | 1 (12.5) | 1 (12.5) | 13 | 12 (92.3) | 1 (7.7) | 0 (0.0) |
| 6 | 5 | 5 (100.0) | 0 (0.0) | 0 (0.0) | 11 | 9 (81.8) | 2 (18.2) | 0 (0.0) |
| 7 | 5 | 5 (100.0) | 0 (0.0) | 0 (0.0) | 8 | 7 (87.5) | 1 (12.5) | 0 (0.0) |
| 8 | 4 | 3 (75.0) | 0 (0.0) | 1 (25.0) | 6 | 5 (83.3) | 1 (16.7) | 0 (0.0) |
Only 1 subject used opioid medications. All other reported medications were either Acetaminophen or Ibuprofen
Fig. 2Child reported pain by dressing and intervention. a Worst pain, b overall pain, and c time thinking about pain
Fig. 3Caregiver-reported pain by dressing and intervention. a Worst pain and b overall pain
Fig. 4AUC for child and parent reported overall and worst pain scores by intervention group
Percent change of AUC for child- and caregiver-reported overall and worst pain scores (NRS) by intervention group
| Control | VR | % Change | |
|---|---|---|---|
| Overall pain | 15.6 | 10.4 | 33.3% |
| Worst pain | 18.5 | 13.7 | 25.9% |
| Overall pain | 15.1 | 10.8 | 28.5% |
| Worst pain | 18.7 | 12.8 | 31.6% |
Fig. 5Child reported satisfaction with VR-PAT. a Realism, b engagement, c happiness with game, and d fun
Child reported VR-PAT utilization experience
| Playing the game | 6 (54.5) |
| Distraction/not thinking about pain | 4 (36.4) |
| Calming | 3 (27.3) |
| Wanted to stop boat or steer | 2 (18.2) |
| Wanted more levels or goals | 4 (36.4) |
| Did not understand how to play at first | 1 (9.1) |
| Wanted to watch dressing | 1 (9.1) |
| Nothing | 3 (27.3) |
| Game was difficult | 1 (9.1) |
| App download challenges | 2 (18.2) |
| Setting-up the system | 2 (18.2) |
| No challenges | 6 (54.5) |
aPercentages do not add up to 100% as subjects answered multiple options