No abstract
Background: Pain affects more than 75 million Americans and is the primary reason people seek medical attention. Pain is a common cause of disability and diminished quality of life. While anecdotal evidence exists regarding nurses' use of distraction therapy activities in pain management, little empirical research data is available. Purpose: To examine the effects of video game use (VGU) on pain perception, pain interference perception and perceived self-efficacy in pain management in adult inpatients. Conceptual Model: The conceptual model is based on Self-efficacy Theory (Bandura, 1995). The antecedents of the concept of distraction therapy with use of VGs in patients' selfmanagement of pain, is pain itself. The defining attributes are mastery and control, social observations, positive appraisals, and social supportive relationships. The consequences are selfefficacy in non-pharmacological strategies in pain management and behavioral analgesia. Aims: 1) Describe the demographic variables (age, gender, race/ethnicity, educational level, admitting diagnosis, day of hospitalization, and length of stay); pain location, analgesia variables; VG variables, and total time researcher engaged with subjects of the sample, 2) Describe self-efficacy and pain interference perception following video game distraction therapy (VGDT), 3) Compare changes in pain perception prior to and following VGDT, and 4) Identify factors that predict changes in pain perception following VGDT. This feasibility study utilized a
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