Immersive virtual reality vs. non-immersive distraction for pain management of children during bone pins and sutures removal: A randomized clinical trial protocol

J Adv Nurs. 2021 Jan;77(1):439-447. doi: 10.1111/jan.14607. Epub 2020 Oct 24.

Abstract

Aims: To examine the efficacy of an immersive virtual reality distraction compared with an active non-immersive distraction, such as video games on a tablet, for pain and anxiety management and memory of pain and anxiety in children requiring percutaneous bone pins and/or suture removal procedures.

Design: Three-centre randomized clinical trial using a parallel design with two groups: experimental and control.

Methods: Study to take place in the orthopaedic department of three children hospital of the Montreal region starting in 2019. Children, from 7-17 years old, requiring bone pins and/or suture removal procedures will be recruited. The intervention group (N = 94) will receive a virtual reality game (Dreamland), whereas the control group (N = 94) will receive a tablet with video games. The primary outcomes will be both the mean self-reported pain score measured by the Numerical Rating Scale and mean anxiety score, measured by the Child Fear Scale. Recalls of pain and anxiety will be measured 1 week after the procedure using the same scales. We aim to recruit 188 children to achieve a power of 80% with a significance level (alpha) of 5%.

Discussion: While multiple pharmacological methods have previously been tested for children, no studies have evaluated the impact of immersive virtual reality distraction for pain and anxiety management in the orthopaedic setting.

Impact: Improved pain management can be achieved using virtual reality during medical procedures for children. This method is innovative, non-pharmacological, adapted to the hospital setting, and user-friendly.

Trial registration: NCT03680625, registered on clinicaltrials.gov.

目标: 比较沉浸式虚拟现实分心与主动非沉浸式分心(如平板电脑上的电子游戏)对需要经皮骨针和/或缝线移除手术的儿童的疼痛和焦虑管理以及疼痛和焦虑记忆的有效性。 设计: 采用平行设计的三中心随机临床试验分为两组:实验组和对照组。 方法: 研究将于2019年在蒙特利尔地区三所儿童医院骨科进行。将招募7-17岁需要骨钉和/或缝线移除程序的儿童。干预组(N=94)将收到一个虚拟现实游戏(Dreamland),而对照组(N=94)将收到一个带有视频游戏的平板电脑。主要结果是数字评分量表测量的平均自我报告疼痛评分和儿童恐惧量表测量的平均焦虑评分。疼痛和焦虑的记忆将在手术后1周使用相同的量表进行测量。我们的目标是招募188名儿童达到80%的能力,显著性水平(α)为5%。 讨论: 虽然多种药理学方法之前已经在儿童身上进行过测试,但没有研究评估沉浸式虚拟现实分心对骨科环境中疼痛和焦虑管理的影响。 影响: 在儿童医疗过程中使用虚拟现实技术可以改善疼痛管理。该方法具有创新性、非药理学、适应医院环境、用户友好。.

Keywords: anxiety; distraction; nurses; nursing; orthopaedic; paediatric; pain; randomized control trial; video games; virtual reality.

Publication types

  • Clinical Trial Protocol

MeSH terms

  • Adolescent
  • Bone Nails
  • Child
  • Humans
  • Pain
  • Pain Management*
  • Randomized Controlled Trials as Topic
  • Sutures
  • Virtual Reality*

Associated data

  • ClinicalTrials.gov/NCT03680625