2020
DOI: 10.1016/j.ajem.2020.04.009
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Virtual reality distraction during pediatric intravenous line placement in the emergency department: A prospective randomized comparison study

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Cited by 20 publications
(19 citation statements)
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“…Overall, several different standard of care procedures were used in the study, with the most common being topical anaesthesia ( n = 7) (Gold et al, 2006, 2021; Nilsson et al, 2009; Osmanliu et al, 2021; Sander Wint et al, 2002; Toledo Del Castillo et al, 2019; Walther‐Larsen et al, 2019), game on a tablet/computer ( n = 6) (Chan et al, 2019; Dunn et al, 2019; Gershon et al, 2003, 2004; Goldman & Behboudi, 2020; Knight et al, 2019), parental presence ( n = 4) (Osmanliu et al, 2021; Sander Wint et al, 2002; Semerci et al, 2021; Ustuner Top and Kuzlu Ayyıldız, 2021), watching television/video ( n = 5) (Gold & Mahrer, 2018; Goldman & Behboudi, 2021; Knight et al, 2019; Litwin et al, 2021; Schlechter et al, 2021), distraction by a child life specialist or nurse ( n = 4) (Chan et al, 2019; Goldman & Behboudi, 2020; Knight et al, 2019; Walther‐Larsen et al, 2019), nonprocedural talk or verbal comforting ( n = 4) (Atzori, Hoffman, et al, 2018; Caruso et al, 2020; Chen et al, 2020; Dumoulin et al, 2019; Gold et al, 2021; Mohanasundari et al, 2021; Wong et al, 2020) and procedural information ( n = 3) (Sander Wint et al, 2002; Semerci et al, 2021; Wong et al, 2020).…”
Section: Resultsmentioning
confidence: 99%
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“…Overall, several different standard of care procedures were used in the study, with the most common being topical anaesthesia ( n = 7) (Gold et al, 2006, 2021; Nilsson et al, 2009; Osmanliu et al, 2021; Sander Wint et al, 2002; Toledo Del Castillo et al, 2019; Walther‐Larsen et al, 2019), game on a tablet/computer ( n = 6) (Chan et al, 2019; Dunn et al, 2019; Gershon et al, 2003, 2004; Goldman & Behboudi, 2020; Knight et al, 2019), parental presence ( n = 4) (Osmanliu et al, 2021; Sander Wint et al, 2002; Semerci et al, 2021; Ustuner Top and Kuzlu Ayyıldız, 2021), watching television/video ( n = 5) (Gold & Mahrer, 2018; Goldman & Behboudi, 2021; Knight et al, 2019; Litwin et al, 2021; Schlechter et al, 2021), distraction by a child life specialist or nurse ( n = 4) (Chan et al, 2019; Goldman & Behboudi, 2020; Knight et al, 2019; Walther‐Larsen et al, 2019), nonprocedural talk or verbal comforting ( n = 4) (Atzori, Hoffman, et al, 2018; Caruso et al, 2020; Chen et al, 2020; Dumoulin et al, 2019; Gold et al, 2021; Mohanasundari et al, 2021; Wong et al, 2020) and procedural information ( n = 3) (Sander Wint et al, 2002; Semerci et al, 2021; Wong et al, 2020).…”
Section: Resultsmentioning
confidence: 99%
“…Twelve studies found no statistically significant difference between VR distraction and standard of care procedures (Canares et al, 2021; Caruso et al, 2020; Dumoulin et al, 2019; Dunn et al, 2019; G. Gerçeker et al, 2020; Goldman & Behboudi, 2021; Lee et al, 2021; Litwin et al, 2021; Nilsson et al, 2009; Osmanlliu et al, 2021; Sander Wint et al, 2002; Schlechter et al, 2021; Walther‐Larsen et al, 2019). Erdogan and Aytekin Ozdemir (2021) found that children using Buzzy during venipuncture experienced the least pain, followed by VR, distraction cards and standard of care.…”
Section: Resultsmentioning
confidence: 99%
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“…As an example, the Oculus Go headsets in this current study weighs almost 500 g, about twice the weight of a bicycle helmet for children 5–8 years old. This may explain the decreased cooperation in the virtual reality group with up to one in five preschool children not complying with virtual reality 17,18 . Virtual reality only allows minimal or no customization in contrast to tablets and smartphones where the child can choose his/her preferred video or game.…”
mentioning
confidence: 99%
“…This may explain the decreased cooperation in the virtual reality group with up to one in five preschool children not complying with virtual reality. 17,18 Virtual reality only allows minimal or no customization in contrast to tablets and smartphones where the child can choose his/her preferred video or game. This may be another reason why virtual reality fails to live up to its hype.…”
mentioning
confidence: 99%