Clinical Trial Details
— Status: Not yet recruiting
Administrative data
NCT number |
NCT06427148 |
Other study ID # |
EU |
Secondary ID |
|
Status |
Not yet recruiting |
Phase |
N/A
|
First received |
|
Last updated |
|
Start date |
May 20, 2024 |
Est. completion date |
May 31, 2024 |
Study information
Verified date |
May 2024 |
Source |
Koç University |
Contact |
Eysan Savas |
Phone |
5068418841 |
Email |
eysansavas[@]gmail.com |
Is FDA regulated |
No |
Health authority |
|
Study type |
Interventional
|
Clinical Trial Summary
The biofeedback-assisted VR game "Golden Breath" that investigators presented in this study
was designed to meet children's healthcare needs quickly and efficiently while reducing pain
and fear during medical procedures in the pediatric population. "Golden Breath" utilizes
biofeedback techniques in a VR environment to ensure the active participation of children. By
encouraging the practice of breathing techniques throughout the game, the game aims to reduce
negative emotions associated with medical procedures. Through this innovative approach,
investigators aim to provide new evidence supporting the effectiveness of VR and biofeedback
interventions in pediatric clinical settings and ultimately improve children's overall
experience during medical interventions.
Description:
Children's increasing interest in phones, tablets, and computer games has led to the
integration of technological interventions in pediatric healthcare services. Innovations such
as telemedicine, telerehabilitation, mobile health applications, virtual reality (VR), and
mobile games provide easy and accessible ways to meet children's health needs. VR, in
particular, has gained popularity as a technological intervention, with numerous studies
evaluating its effectiveness during children's medical procedures. Research has shown that VR
use during procedures like port catheter needle insertion significantly reduces pain and
fear. Similarly, VR during venipuncture has been found to positively affect children's pain,
fear, and anxiety levels.
In addition to VR, integrating biofeedback technologies into VR experiences has shown
positive effects on children's psychosocial outcomes. Studies on biofeedback-based VR games
highlight their anxiety-reducing effects. For instance, a biofeedback-based VR game was found
to reduce anxiety in children, and a neurofeedback video game, MindLight, significantly
lowered anxiety levels. Another study found that a biofeedback-based video game during
venipuncture helped distract children from the painful procedure, reducing their pain levels.
Combining VR and biofeedback technologies is believed to enhance intervention outcomes.
Biofeedback alone may provide overly abstract or complex visual feedback, while the increased
interactivity of VR boosts user engagement. Effective attention capture and active
participation are crucial for developing skills and ensuring consistency through these
technologies. Biofeedback in VR helps users control their physiological parameters, which is
particularly beneficial for children, who can be difficult to engage effectively. These
technologies can serve as effective methods for distracting children during medical
procedures.
Pediatric medical procedures often cause pain, fear, and anxiety, which can persist long
after the procedure and complicate treatment adherence. Therefore, controlling pain, fear,
and anxiety is extremely important. Recent analyses highlight the potential of VR and
biofeedback-assisted interventions to alleviate emotional distress in children. Moreover, the
rise in digital engagement encourages healthcare professionals to develop new approaches to
support child health in clinical settings.