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An Exploratory Study on the Effectiveness of Virtual Reality Analgesia for Children and Adolescents with Kidney Diseases Undergoing Venipuncture

Author

Listed:
  • Barbara Atzori

    (Department of Health Sciences, University of Florence, 50134 Florence, Italy)

  • Laura Vagnoli

    (Pediatric Psychology Service, Meyer Children’s Hospital, 50139 Florence, Italy)

  • Daniela Graziani

    (Pediatric Psychology Service, Meyer Children’s Hospital, 50139 Florence, Italy)

  • Hunter G. Hoffman

    (Department of Mechanical Engineering HPL, University of Washington, Seattle, WA 98195, USA
    Department of Computer Science, King Abdulaziz University, Jeddah 21589, Saudi Arabia)

  • Mariana Sampaio

    (Department of Psychology, University of Coimbra, 3000-115 Coimbra, Portugal
    Department of Social Work, Catholic University of Portugal, 1649-023 Lisbon, Portugal)

  • Wadee Alhalabi

    (Department of Computer Science, King Abdulaziz University, Jeddah 21589, Saudi Arabia
    Immersive Virtual Reality Research Group, King Abdulaziz University, Jeddah 21589, Saudi Arabia
    Department of Computer Science, Dar Alhekma University, Jeddah 21589, Saudi Arabia)

  • Andrea Messeri

    (Pain Therapy and Palliative Care, Meyer Children’s Hospital, 50139 Florence, Italy)

  • Rosapia Lauro-Grotto

    (Department of Health Sciences, University of Florence, 50134 Florence, Italy
    Laboratory for Multidisciplinary Analysis of Relationship in Health Care, 51100 Pistoia, Italy)

Abstract

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.

Suggested Citation

  • Barbara Atzori & Laura Vagnoli & Daniela Graziani & Hunter G. Hoffman & Mariana Sampaio & Wadee Alhalabi & Andrea Messeri & Rosapia Lauro-Grotto, 2022. "An Exploratory Study on the Effectiveness of Virtual Reality Analgesia for Children and Adolescents with Kidney Diseases Undergoing Venipuncture," IJERPH, MDPI, vol. 19(4), pages 1-12, February.
  • Handle: RePEc:gam:jijerp:v:19:y:2022:i:4:p:2291-:d:751689
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    References listed on IDEAS

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    1. Gülçin Özalp Gerçeker & Dijle Ayar & Emine Zahide Özdemir & Murat Bektaş, 2020. "Effects of virtual reality on pain, fear and anxiety during blood draw in children aged 5–12 years old: A randomised controlled study," Journal of Clinical Nursing, John Wiley & Sons, vol. 29(7-8), pages 1151-1161, April.
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