Effect of the Format of a Video Game on Children's Experience During Venipuncture
Study Overview
Status
Status
Conditions
Conditions
Intervention / Treatment
Intervention / Treatment
Detailed Description
Pain and anxiety experienced in the acute care setting remain a major global problem, resulting in high costs for those involved as well as for health care institutions. Pain and anxiety management techniques affect the quality of the care experienced by patients, relatives, and healthcare workers. Pharmacological procedures remain the most widely used approach, although they have important limitations, such as potential for adverse effects and dosing errors, especially in the most vulnerable populations such as young children. Non-pharmacological approaches to analgesia and anxiolysis have been explored, among which placebo, expectant, distraction, positive induction, reward, self-regulation, relaxation and hypnosis. Unfortunately, translational applications have been only partially successful, due to the limited and variable effectiveness of each approach, which often requires active and continuous patient cooperation. Hypnosis is an effective but incomplete approach that requires the presence of a specialist and can only be practiced from a certain age.
Virtual Reality (VR) is a promising technology that combines all of these methods above into an immersive and engaging tool for pain and anxiety relief that could equal or exceed the effectiveness of other existing non-pharmacological techniques. In addition, it is relatively inexpensive and provides a relevant alternative when hypnosis practitioners are not available.
The virtual reality contents (hereon ''games'') available on the market are varied. However, these tools are mainly based on distraction and often do not take into account the therapeutic communication and hypnosis principles proven useful in managing anxious children, as well as other psychological factors facilitating, for example, the "empowerment" of patients. Moreover, the quality of immersion in a virtual environment is essential for its effectiveness, and the tools currently available remain limited in this respect (mini-games, 360-degree video). Moreover, these tools have little external control and even fewer intelligent mechanisms to adapt content to the patient experience.
The investigators developed a prototype VR tool, which, unlike tools from other clinical studies of virtual reality, implemented a narration integrating several properties of hypnosis induction (in particular relaxation and regulation) with a gameplay designed to induce distraction and empowerment. The game was developed with the objective of engaging the child in an environment where he or she is first familiarized and reassured, then engaged in the missions of the game, and finally rewarded, all with the intent of decreasing anxiety and pain during a procedure. The investigators have carefully adapted the initial versions of this VR scenario to young, hospitalized children (starting from the age of 5 years of age) undergoing painful and anxiogenic procedures such as venipuncture. This population is ideal for our needs because they are often resistant to other non-pharmacological techniques (hypnosis susceptibility peaks between 8 and 12 years and, at the same time, have a good knowledge of artificial environments and computer games. A pilot study conducted in our department showed that children who played the VR game rated their pain and anxiety less high than children who received standard of care, during venipuncture. Venipuncture is some of the most common procedures in pediatric emergency departments and one of the most common sources of unrelieved pain and anxiety in hospitalized children.
To date, no study has attempted to isolate the added value of VR by comparing it with a similar game offered in a format such as a video tablet (ie.g.: iPad, etc.).
When used in a correct subset of patients (excluding patients with light-sensitive epilepsy), there are no risks anticipated aside from potential mild nausea or dizziness, which is rarely described in children using virtual reality, which would make this study a risk category A study.
Study Type
Study Type
Enrollment (Actual)
Enrollment
Phase
Phase
- Not Applicable
Contacts and Locations
Study Locations
-
-
-
Geneva, Switzerland, 1205
- Geneva University Hospitals
-
-
Participation Criteria
Eligibility Criteria
Eligibility Criteria
Ages Eligible for Study
Accepts Healthy Volunteers
Genders Eligible for Study
Description
Inclusion Criteria:
- Children 5-12 undergoing a venipuncture as part of the Corona Immunitas Covid serology study
Exclusion Criteria:
- Parents prefer their child not to use screens
- Known or suspected light-sensitive epilepsy
- Moderate or severe intellectual disability
- Physical factors preventing placement of the VR headset (e.g.: wound on the face, etc.)
- Inability to understand or follow the procedures of the study due to a language barrie
Study Plan
How is the study designed?
Design Details
- Primary Purpose: Prevention
- Allocation: Randomized
- Interventional Model: Parallel Assignment
- Masking: None (Open Label)
Number of Arms
Arms and Interventions
Participant Group / ArmParticipant Group / Arm |
Intervention / TreatmentIntervention / Treatment |
|---|---|
|
Experimental: Video game in Virtual reality
The study subject will be playing a video game during the venipuncture, in virtual reality
|
Diagnostic venipuncture
|
|
Active Comparator: Video game on a tablet
The study subject will be playing a video game during the venipuncture, on a tablet
|
Diagnostic venipuncture
|
What is the study measuring?
Primary Outcome Measures
Primary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Child rating of maximum pain
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
|
Child rating of time spent thinking about pain
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
|
Child rating of anxiety
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
|
"Fun" rating
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
|
Parental rating of satisfaction
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
Secondary Outcome Measures
Secondary Outcome Measures
Outcome Measure |
Measure Description |
Time Frame |
|---|---|---|
|
Child rating of venipuncture unpleasantness
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
|
Heart rate change during the venipuncture compared to the start of the procedure
Time Frame: baseline, during the intervention, immediately after the intervention and 5 minutes later
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
baseline, during the intervention, immediately after the intervention and 5 minutes later
|
|
Number of persons required for physical and pharmacological restraint of children during these procedures
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
|
Feeling of immersion into the game
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
|
Parental anxiety
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
|
Healthcare worker rating of satisfaction
Time Frame: during venipuncture
|
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
|
during venipuncture
|
Collaborators and Investigators
Sponsor
Sponsor
Investigators
Investigators
- Principal Investigator: Cyril Sahyoun, MD, University Hospital, Geneva
Study record dates
Study Major Dates
Study Start (Actual)
Study Start
Primary Completion (Actual)
Primary Completion
Study Completion (Actual)
Study Completion
Study Registration Dates
First Submitted
First Submitted
First Submitted That Met QC Criteria
First Submitted That Met QC Criteria
First Posted (Actual)
First Posted
Study Record Updates
Last Update Posted (Actual)
Last Update Posted
Last Update Submitted That Met QC Criteria
Last Update Submitted That Met QC Criteria
Last Verified
Last Verified
More Information
Terms related to this study
Additional Relevant MeSH Terms
Other Study ID Numbers
Other Study ID Numbers
- 2021-00979
Drug and device information, study documents
Studies a U.S. FDA-regulated drug product
Studies a U.S. FDA-regulated device product
This information was retrieved directly from the website clinicaltrials.gov without any changes. If you have any requests to change, remove or update your study details, please contact register@clinicaltrials.gov. As soon as a change is implemented on clinicaltrials.gov, this will be updated automatically on our website as well.
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