Utilize este identificador para referenciar este registo: https://hdl.handle.net/10316/103311
Título: An Exploratory Study on the Effectiveness of Virtual Reality Analgesia for Children and Adolescents with Kidney Diseases Undergoing Venipuncture
Autor: Atzori, Barbara
Vagnoli, Laura
Graziani, Daniela
Hoffman, Hunter G.
Sampaio, Mariana 
Alhalabi, Wadee
Messeri, Andrea
Lauro-Grotto, Rosapia
Palavras-chave: virtual reality; kidney disease; pain; venipuncture; children health
Data: 2022
Projeto: Deanship of Scientific Research (DSR), King Abdulaziz University, Jeddah, Saudi Arabia under grant NO. (DF-579-611-1441) 
Título da revista, periódico, livro ou evento: International Journal of Environmental Research and Public Health
Volume: 19
Número: 4
Resumo: The current study evaluated the effectiveness of VR analgesia among pediatric and adolescent patients with kidney disease undergoing venipuncture. Patients at an Italian Children’s hospital (N = 82, age range 7–17 years) undergoing venipuncture were randomly assigned to a No VR group (non-medical conversation) vs. a Yes VR group (VR analgesia). After the procedure, patients gave 0–10 Verbal Numeric Pain Scale ratings. Compared with patients in the No VR Group, patients in the Yes VR group reported significantly lower “Pain intensity”(No VR mean = 2.74, SD = 2.76 vs. Yes VR mean = 1.56, SD = 1.83) and the VR group also rated “Pain unpleasantness” significantly lower than the No VR group (No VR mean = 2.41, SD = 0.94 vs. Yes VR mean = 1.17, SD = 1.80). Patients distracted with VR also reported having significantly more fun during the venipuncture procedure. No side effects emerged. In addition to reducing pain intensity, VR has the potential to make venipuncture a more fun and less unpleasant experience for children with CKD, as measured in the present study for the first time. Finally, in exploratory analyses, children aged 7–11 in the VR group reported 55% lower worst pain than control subjects in the same age range, whereas children aged 12 to 17 in the VR group only reported 35% lower worst pain than control subjects. Additional research and development using more immersive VR is recommended.
URI: https://hdl.handle.net/10316/103311
ISSN: 1660-4601
DOI: 10.3390/ijerph19042291
Direitos: openAccess
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