Clinical Trial Details
— Status: Completed
Administrative data
NCT number |
NCT05065307 |
Other study ID # |
2021-00979 |
Secondary ID |
|
Status |
Completed |
Phase |
N/A
|
First received |
|
Last updated |
|
Start date |
June 21, 2021 |
Est. completion date |
July 6, 2021 |
Study information
Verified date |
November 2022 |
Source |
University Hospital, Geneva |
Contact |
n/a |
Is FDA regulated |
No |
Health authority |
|
Study type |
Interventional
|
Clinical Trial Summary
Anxiolysis and analgesia are of paramount importance when conducting medical procedures,
particularly in children. Nonpharmacologic techniques such as distraction and hypnosis
improve the patient experience when used in the correct setting and may reduce the need for
medications and pharmacological sedation. Virtual reality immersion is a novel approach to
anxiolysis and analgesia but the content (i.e. games) available on the market are limited in
their appropriateness for age, and the lack of specific design for medical procedures.
VRelief, designed using a multidisciplinary team of clinicians, hypnosis practitioners,
psychologists and computer scientists specializing in the Multimodal Modelling of Emotion &
Feeling may present a safe and superior alternative to a similar game presented in a video
tablet format, in mitigating procedural anxiety and pain and improving the patient experience
during venipuncture.
Description:
Pain and anxiety experienced in the acute care setting remain a major global problem,
resulting in high costs for those involved as well as for health care institutions. Pain and
anxiety management techniques affect the quality of the care experienced by patients,
relatives, and healthcare workers. Pharmacological procedures remain the most widely used
approach, although they have important limitations, such as potential for adverse effects and
dosing errors, especially in the most vulnerable populations such as young children.
Non-pharmacological approaches to analgesia and anxiolysis have been explored, among which
placebo, expectant, distraction, positive induction, reward, self-regulation, relaxation and
hypnosis. Unfortunately, translational applications have been only partially successful, due
to the limited and variable effectiveness of each approach, which often requires active and
continuous patient cooperation. Hypnosis is an effective but incomplete approach that
requires the presence of a specialist and can only be practiced from a certain age.
Virtual Reality (VR) is a promising technology that combines all of these methods above into
an immersive and engaging tool for pain and anxiety relief that could equal or exceed the
effectiveness of other existing non-pharmacological techniques. In addition, it is relatively
inexpensive and provides a relevant alternative when hypnosis practitioners are not
available.
The virtual reality contents (hereon ''games'') available on the market are varied. However,
these tools are mainly based on distraction and often do not take into account the
therapeutic communication and hypnosis principles proven useful in managing anxious children,
as well as other psychological factors facilitating, for example, the "empowerment" of
patients. Moreover, the quality of immersion in a virtual environment is essential for its
effectiveness, and the tools currently available remain limited in this respect (mini-games,
360-degree video). Moreover, these tools have little external control and even fewer
intelligent mechanisms to adapt content to the patient experience.
The investigators developed a prototype VR tool, which, unlike tools from other clinical
studies of virtual reality, implemented a narration integrating several properties of
hypnosis induction (in particular relaxation and regulation) with a gameplay designed to
induce distraction and empowerment. The game was developed with the objective of engaging the
child in an environment where he or she is first familiarized and reassured, then engaged in
the missions of the game, and finally rewarded, all with the intent of decreasing anxiety and
pain during a procedure. The investigators have carefully adapted the initial versions of
this VR scenario to young, hospitalized children (starting from the age of 5 years of age)
undergoing painful and anxiogenic procedures such as venipuncture. This population is ideal
for our needs because they are often resistant to other non-pharmacological techniques
(hypnosis susceptibility peaks between 8 and 12 years and, at the same time, have a good
knowledge of artificial environments and computer games. A pilot study conducted in our
department showed that children who played the VR game rated their pain and anxiety less high
than children who received standard of care, during venipuncture. Venipuncture is some of the
most common procedures in pediatric emergency departments and one of the most common sources
of unrelieved pain and anxiety in hospitalized children.
To date, no study has attempted to isolate the added value of VR by comparing it with a
similar game offered in a format such as a video tablet (ie.g.: iPad, etc.).
When used in a correct subset of patients (excluding patients with light-sensitive epilepsy),
there are no risks anticipated aside from potential mild nausea or dizziness, which is rarely
described in children using virtual reality, which would make this study a risk category A
study.