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VR for Pediatric Burn Dressing Changes

Primary Purpose

Pain, Burns

Status
Completed
Phase
Not Applicable
Locations
Study Type
Interventional
Intervention
Virtual reality game as adjunctive pain management tool
Sponsored by
Nationwide Children's Hospital
About
Eligibility
Locations
Arms
Outcomes
Full info

About this trial

This is an interventional treatment trial for Pain focused on measuring Pediatrics, Burns, Pain, Virtual Reality

Eligibility Criteria

6 Years - 17 Years (Child)All SexesDoes not accept healthy volunteers

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

    Arm Type

    Experimental

    Experimental

    No Intervention

    Arm Label

    Active VR

    Passive VR

    Standard Care Control

    Arm Description

    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.

    Outcomes

    Primary Outcome Measures

    Observed pain
    Researcher observed pain of patient based on the Face Legs Activity Cry and Consolability behavioral pain assessment tool (FLACC-r), using 0,1,2 numerical scale for category of face, legs, activity, cry, and consolability. Total scores range from 0-10 with higher scores indicating more pain.
    Patient self-reported pain
    Patient-perceived pain using 0-100 scale Visual Analog Scales (VAS), 0(min)-100(max), higher score for worse outcome.

    Secondary Outcome Measures

    VR experience self-reported by patient and parents
    Self-reported virtual reality experience using patient and parent survey questions (5-6 survey items) about their experience in using virtual reality during burn wound care. Questions are a mixture of yes/no and a 100 Visual Analog Scale (VAS) with 0 being "Not at All" and 100 being "Very Much"
    Simulator sickness symptoms of patient
    Simulator sickness symptoms using the Simulator Sickness Questionnaire (SSQ), which has 15 survey items with possible choices of "None", "Slight", "Moderate", and "Severe".
    Nurse reported feasibility of VR in clinical burn wound care
    Attending nurse answered two questions using a survey questionnaire about clinical feasibility of VR using scale ranging from "not at all" to "very easy".

    Full Information

    First Posted
    September 1, 2020
    Last Updated
    January 28, 2021
    Sponsor
    Nationwide Children's Hospital
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    1. Study Identification

    Unique Protocol Identification Number
    NCT04544631
    Brief Title
    VR for Pediatric Burn Dressing Changes
    Official Title
    Active and Passive Virtual Reality Distraction for Pain Management During Pediatric Burn Dressing Changes
    Study Type
    Interventional

    2. Study Status

    Record Verification Date
    January 2021
    Overall Recruitment Status
    Completed
    Study Start Date
    December 1, 2016 (Actual)
    Primary Completion Date
    January 31, 2019 (Actual)
    Study Completion Date
    March 3, 2019 (Actual)

    3. Sponsor/Collaborators

    Responsible Party, by Official Title
    Principal Investigator
    Name of the Sponsor
    Nationwide Children's Hospital

    4. Oversight

    Studies a U.S. FDA-regulated Drug Product
    No
    Studies a U.S. FDA-regulated Device Product
    No
    Data Monitoring Committee
    No

    5. Study Description

    Brief Summary
    This study evaluated a smart phone virtual reality (VR) to manage pediatric burn dressing pain. A randomized controlled trial was conducted among 90 patients (6-17 years). Active VR participants played the game, passive VR group were immersed in the same VR without interactions, and a standard care group served as the control. One researcher administered VR and observed pain while another researcher administered post-trial survey that measured child's perceived pain and VR experience. Nurses were asked to report the clinical utility.

    6. Conditions and Keywords

    Primary Disease or Condition Being Studied in the Trial, or the Focus of the Study
    Pain, Burns
    Keywords
    Pediatrics, Burns, Pain, Virtual Reality

    7. Study Design

    Primary Purpose
    Treatment
    Study Phase
    Not Applicable
    Interventional Study Model
    Parallel Assignment
    Model Description
    A prospective, three-group between subject randomized controlled trial
    Masking
    InvestigatorOutcomes Assessor
    Masking Description
    Researchers and nurses did not know the group assignment until immediately prior to intervention. Following the dressing change procedure, a second researcher, blinded to the group assignment, asked participants a post-assessment that included questions about child and guardian perceived pain and subjective VR experience.
    Allocation
    Randomized
    Enrollment
    90 (Actual)

    8. Arms, Groups, and Interventions

    Arm Title
    Active VR
    Arm Type
    Experimental
    Arm Description
    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.
    Arm Title
    Passive VR
    Arm Type
    Experimental
    Arm Description
    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.
    Arm Title
    Standard Care Control
    Arm Type
    No Intervention
    Arm Description
    Participants in the standard group received routinely used distraction tools provided in the clinical setting, such as iPads, music, books, and/or talking.
    Intervention Type
    Other
    Intervention Name(s)
    Virtual reality game as adjunctive pain management tool
    Intervention Description
    A smart phone virtual reality-based pain alleviation tool (VR-PAT).
    Primary Outcome Measure Information:
    Title
    Observed pain
    Description
    Researcher observed pain of patient based on the Face Legs Activity Cry and Consolability behavioral pain assessment tool (FLACC-r), using 0,1,2 numerical scale for category of face, legs, activity, cry, and consolability. Total scores range from 0-10 with higher scores indicating more pain.
    Time Frame
    During outpatient burn dressing change, on average lasting about 15 minutes.
    Title
    Patient self-reported pain
    Description
    Patient-perceived pain using 0-100 scale Visual Analog Scales (VAS), 0(min)-100(max), higher score for worse outcome.
    Time Frame
    During outpatient burn dressing change, on average lasting about 15 minutes.
    Secondary Outcome Measure Information:
    Title
    VR experience self-reported by patient and parents
    Description
    Self-reported virtual reality experience using patient and parent survey questions (5-6 survey items) about their experience in using virtual reality during burn wound care. Questions are a mixture of yes/no and a 100 Visual Analog Scale (VAS) with 0 being "Not at All" and 100 being "Very Much"
    Time Frame
    During outpatient burn dressing change, on average lasting about 15 minutes.
    Title
    Simulator sickness symptoms of patient
    Description
    Simulator sickness symptoms using the Simulator Sickness Questionnaire (SSQ), which has 15 survey items with possible choices of "None", "Slight", "Moderate", and "Severe".
    Time Frame
    During outpatient burn dressing change, on average lasting about 15 minutes.
    Title
    Nurse reported feasibility of VR in clinical burn wound care
    Description
    Attending nurse answered two questions using a survey questionnaire about clinical feasibility of VR using scale ranging from "not at all" to "very easy".
    Time Frame
    During outpatient burn dressing change, on average lasting about 15 minutes.

    10. Eligibility

    Sex
    All
    Minimum Age & Unit of Time
    6 Years
    Maximum Age & Unit of Time
    17 Years
    Accepts Healthy Volunteers
    No
    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
    Overall Study Officials:
    First Name & Middle Initial & Last Name & Degree
    Henry Xiang, MD, MPH, PhD
    Organizational Affiliation
    Nationwide Children's Hospital
    Official's Role
    Principal Investigator

    12. IPD Sharing Statement

    Plan to Share IPD
    No
    IPD Sharing Plan Description
    IPD are confidential patient data so we are not allowed to share the data with other researchers
    Citations:
    PubMed Identifier
    34152420
    Citation
    Xiang H, Shen J, Wheeler KK, Patterson J, Lever K, Armstrong M, Shi J, Thakkar RK, Groner JI, Noffsinger D, Giles SA, Fabia RB. Efficacy of Smartphone Active and Passive Virtual Reality Distraction vs Standard Care on Burn Pain Among Pediatric Patients: A Randomized Clinical Trial. JAMA Netw Open. 2021 Jun 1;4(6):e2112082. doi: 10.1001/jamanetworkopen.2021.12082.
    Results Reference
    derived

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    VR for Pediatric Burn Dressing Changes

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