Abstract | BACKGROUND: Effective pain management remains a challenge for adolescents during conscious burn wound care procedures. Virtual reality (VR) shows promise as a non-pharmacological adjunct in reducing pain. AIMS: This study assessed off-the-shelf VR for (1) its effect on reducing acute pain intensity during adolescent burn wound care, and (2) its clinical utility in a busy hospital setting. METHODS: Forty-one adolescents (11-17 years) participated in this prospective randomized controlled trial. Acute pain outcomes including adolescent self-report, nursing staff behavioral observation, caregiver observation and physiological measures were collected. Length of procedure times and adolescent reactions were also recorded to inform clinical utility. RESULTS: Nursing staff reported a statistically significant reduction in pain scores during dressing removal, and significantly less rescue doses of Entonox given to those receiving VR, compared to those receiving standard distraction. For all other pain outcomes and length of treatment, there was a trend for lower pain scores and treatment times for those receiving VR, but these differences were not statistically significant. CONCLUSION: Despite only minimal pain reduction achieved using off-the-shelf VR, other results from this trial and previous research on younger children with burns suggest a customized, adolescent and hospital friendly device may be more effective in pain reduction.
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Authors | Belinda Kipping, Sylvia Rodger, Kate Miller, Roy M Kimble |
Journal | Burns : journal of the International Society for Burn Injuries
(Burns)
Vol. 38
Issue 5
Pg. 650-7
(Aug 2012)
ISSN: 1879-1409 [Electronic] Netherlands |
PMID | 22348801
(Publication Type: Journal Article, Randomized Controlled Trial, Research Support, Non-U.S. Gov't)
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Copyright | Copyright © 2012. Published by Elsevier Ltd. |
Topics |
- Acute Pain
(etiology, prevention & control)
- Adolescent
- Analgesia
(methods)
- Bandages
- Burns
(complications, therapy)
- Child
- Female
- Humans
- Male
- Pain Management
- Pain Measurement
- Prospective Studies
- User-Computer Interface
- Video Games
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