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dc.creatorFerraz Torres, Martaes_ES
dc.creatorSan Martín Rodríguez, Leticiaes_ES
dc.creatorGarcía Vivar, Cristinaes_ES
dc.creatorSoto Ruiz, María Neliaes_ES
dc.creatorEscalada Hernández, Paulaes_ES
dc.date.accessioned2022-08-04T07:46:04Z
dc.date.available2022-08-04T07:46:04Z
dc.date.issued2022
dc.identifier.citationFerraz-Torres, M., San Martín-Rodríguez, L., García-Vivar, C., Soto-Ruiz, N., Escalada-Hernández, P.. (2022). Passive or interactive virtual reality? The effectiveness for pain and anxiety reduction in pediatric patients. Virtual Reality. 1-10 .en
dc.identifier.issn1359-4338
dc.identifier.urihttps://hdl.handle.net/2454/43692
dc.description.abstractInvasive techniques such as venipuncture are painful procedures causing stress and anxiety, both in pediatric patients and in their carers. For this reason, efforts are being made to develop mitigating strategies for the patient's pain and anxiety during the performance. To analyze and evaluate the effectiveness of the use of Virtual Reality distraction techniques as a measure of pain and anxiety reduction in pediatric patients and their parents. In addition, the effects of two modes of Virtual Reality (passive vs. interactive) were compared. A quasi-experimental study was carried out in the pediatric emergency department of a tertiary referral hospital in north Spain. The participants were children who underwent venipuncture for blood extraction and vascular cannulation. From the 124 patients, 51.6% (n = 64) were girls and 48.4% (n = 60) were boys (p = 0.574). The mean age was 8.4 years (SD: 4.1). The mean level of pain experienced was 2.33 (SD: 0.76) in the interactive VR group (n = 88) versus 2.67 (SD: 1.35) in patients with passive VR (n = 36) (p = 0.008); being the presence of anxiety in 27.3% (n = 24) of the cases treated with interactive Virtual Reality and in 88.9% (n = 32) of the patients with passive Virtual Reality (p = 0.000). The virtual reality is an effective method to reduce pain and anxiety levels in pediatric patients, with the effectiveness of interactive virtual reality and its use in the population aged 7-15 years being greater.en
dc.description.sponsorshipOpen Access funding provided thanks to the CRUE-CSIC agreement with Springer Nature. This research is part of the ReVi project, funded by the 'Precipita' crowdfunding platform, from the Spanish Foundation for Science and Technology (FECYT).en
dc.format.mimetypeapplication/pdfen
dc.language.isoengen
dc.publisherSpringeren
dc.relation.ispartofVirtual Reality, 2022en
dc.rightsThis article is licensed under a Creative Commons Attribution 4.0 International Licenseen
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectAnxietyen
dc.subjectPainen
dc.subjectPediatric patientsen
dc.subjectPhlebotomyen
dc.subjectVirtual Realityen
dc.titlePassive or interactive virtual reality? The effectiveness for pain and anxiety reduction in pediatric patientsen
dc.typeArtículo / Artikuluaes
dc.typeinfo:eu-repo/semantics/articleen
dc.date.updated2022-08-04T07:23:37Z
dc.contributor.departmentCiencias de la Saludes_ES
dc.contributor.departmentOsasun Zientziakeu
dc.rights.accessRightsAcceso abierto / Sarbide irekiaes
dc.rights.accessRightsinfo:eu-repo/semantics/openAccessen
dc.identifier.doi10.1007/s10055-022-00633-7
dc.relation.publisherversionhttps://doi.org/10.1007/s10055-022-00633-7
dc.type.versionVersión publicada / Argitaratu den bertsioaes
dc.type.versioninfo:eu-repo/semantics/publishedVersionen


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This article is licensed under a Creative Commons Attribution 4.0 International License
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