VR for Pediatric Burn Dressing Changes
Pain, Burns
About this trial
This is an interventional treatment trial for Pain focused on measuring Pediatrics, Burns, Pain, Virtual Reality
Eligibility Criteria
Inclusion Criteria:
- children age 6-17 years (inclusive)
- admitted or seen in the outpatient clinic for a burn injury
- spoke English as primary language
Exclusion Criteria:
- a severe burn on the face or head that prevented the utilization of the VR
- cognitive or motor impairment that prevented valid administration of study measures
- visual or hearing impairments that prevented interaction with the VR environment
- did not have a legal guardian present to give consent
Sites / Locations
Arms of the Study
Arm 1
Arm 2
Arm 3
Experimental
Experimental
No Intervention
Active VR
Passive VR
Standard Care Control
Participants in the active VR group played a virtual reality game entitled "Virtual River Cruise". In this game, an otter floats down a river on a boat and players activate snow-blowing statues along the shore by focusing on them. The statues will emit snow if they are correctly aimed at by the child, and a thermometer placed in the front of the boat shows decreased temperatures as more snowflakes are blown. As feedback to reinforce continued engagement, a scoreboard placed beside the thermometer will show children the number of statues he/she has activated. Additionally, as the temperature drops, snow and ice will start piling up on the boat and its surroundings, providing an enhanced "cooling" experience for pediatric burn patients. Children interact with the immersive virtual reality environment by tilting their head, minimizing potential interference with the dressing change procedure.
Participants in the passive VR group were immersed in the same virtual reality environment as the active VR group, without any interactions with the VR game.
Participants in the standard group received routinely used distraction tools provided in the clinical setting, such as iPads, music, books, and/or talking.