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Effects of videogame distraction and a virtual reality type head-mounted display helmet on cold pressor pain in young elementary school-aged children.

  • Lynnda M. Dahlquist
  • , Karen E. Weiss
  • , Emily F. Law
  • , Soumitri Sil
  • , Linda Jones Herbert
  • , Susan Berrin Horn
  • , Karen Wohlheiter
  • , Claire Sonntag Ackerman
  • University of Maryland, Baltimore County

Research output: Contribution to journalArticlepeer-review

56 Scopus citations

Abstract

OBJECTIVE: This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain. METHODS: Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order. RESULTS: As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness. CONCLUSIONS: Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed.

Original languageEnglish
Pages (from-to)617-625
Number of pages9
JournalJournal of Pediatric Psychology
Volume35
Issue number6
DOIs
StatePublished - Jul 2010

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