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The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial

机译:通过虚拟现实进行的游戏化对接受全身麻醉的小儿患者术前焦虑的影响:一项前瞻性,随机对照试验

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The use of gamification in healthcare has been gaining popularity. This prospective, randomized, clinical trial was designed to evaluate whether gamification of the preoperative process—via virtual reality (VR) gaming that provides a vivid, immersive and realistic experience—could reduce preoperative anxiety in children. Seventy children scheduled for elective surgery under general anesthesia were randomly divided into either the control or gamification group. Children in the control group received conventional education regarding the preoperative process, whereas those in the gamification group played a 5 min VR game experiencing the preoperative experience. Preoperative anxiety, induction compliance checklist (ICC), and procedural behavior rating scale (PBRS) were measured. Sixty-nine children were included in the final analysis (control group = 35, gamification = 34). Preoperative anxiety (28.3 [23.3–36.7] vs. 46.7 [31.7–51.7]; p 0.001) and intraoperative compliance measured using ICC ( p = 0.038) were lower in the gamification group than in the control group. However, PBRS ( p = 0.092) and parent/guardian satisfaction ( p = 0.268) were comparable between the two groups. VR experience of the preoperative process could reduce preoperative anxiety and improve compliance during anesthetic induction in children undergoing elective surgery and general anesthesia.
机译:游戏化在医疗保健中的使用已日益普及。这项前瞻性,随机,临床试验旨在评估术前过程的游戏化(通过提供生动,身临其境和逼真的体验的虚拟现实(VR)游戏)是否可以减轻儿童的术前焦虑。预定在全身麻醉下进行择期手术的70名儿童被随机分为对照组或游戏化组。对照组中的儿童接受了有关术前过程的常规教育,而游戏化组中的孩子们玩了5分钟的VR游戏,体验了术前的经历。测量术前焦虑,诱导顺应性检查表(ICC)和手术行为评定量表(PBRS)。最终分析包括69名儿童(对照组= 35,游戏化= 34)。游戏化组的术前焦虑(28.3 [23.3–36.7] vs. 46.7 [31.7–51.7]; p <0.001)和术中依从性测得的顺应性(p = 0.038)低于对照组。但是,两组之间的PBRS(p = 0.092)和父母/监护人的满意度(p = 0.268)相当。 VR术前过程的经验可以减少接受择期手术和全身麻醉的儿童在麻醉诱导期间的术前焦虑并提高依从性。

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