The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial
The use of gamification in healthcare has been gaining popularity. This prospective, randomized, clinical trial was designed to evaluate whether gamification of the preoperative process-via virtual reality (VR) gaming that provides a vivid, immersive and realistic experience-could reduce preoperativ...
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Veröffentlicht in: | Journal of clinical medicine 2018-09, Vol.7 (9), p.284 |
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creator | Ryu, Jung-Hee Park, Jin-Woo Nahm, Francis Sahngun Jeon, Young-Tae Oh, Ah-Young Lee, Hak Jong Kim, Jin-Hee Han, Sung-Hee |
description | The use of gamification in healthcare has been gaining popularity. This prospective, randomized, clinical trial was designed to evaluate whether gamification of the preoperative process-via virtual reality (VR) gaming that provides a vivid, immersive and realistic experience-could reduce preoperative anxiety in children. Seventy children scheduled for elective surgery under general anesthesia were randomly divided into either the control or gamification group. Children in the control group received conventional education regarding the preoperative process, whereas those in the gamification group played a 5 min VR game experiencing the preoperative experience. Preoperative anxiety, induction compliance checklist (ICC), and procedural behavior rating scale (PBRS) were measured. Sixty-nine children were included in the final analysis (control group = 35, gamification = 34). Preoperative anxiety (28.3 [23.3⁻36.7] vs. 46.7 [31.7⁻51.7];
< 0.001) and intraoperative compliance measured using ICC (
= 0.038) were lower in the gamification group than in the control group. However, PBRS (
= 0.092) and parent/guardian satisfaction (
= 0.268) were comparable between the two groups. VR experience of the preoperative process could reduce preoperative anxiety and improve compliance during anesthetic induction in children undergoing elective surgery and general anesthesia. |
doi_str_mv | 10.3390/jcm7090284 |
format | Article |
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< 0.001) and intraoperative compliance measured using ICC (
= 0.038) were lower in the gamification group than in the control group. However, PBRS (
= 0.092) and parent/guardian satisfaction (
= 0.268) were comparable between the two groups. VR experience of the preoperative process could reduce preoperative anxiety and improve compliance during anesthetic induction in children undergoing elective surgery and general anesthesia.</description><identifier>ISSN: 2077-0383</identifier><identifier>EISSN: 2077-0383</identifier><identifier>DOI: 10.3390/jcm7090284</identifier><identifier>PMID: 30227602</identifier><language>eng</language><publisher>Switzerland: MDPI</publisher><ispartof>Journal of clinical medicine, 2018-09, Vol.7 (9), p.284</ispartof><rights>2018 by the authors. 2018</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c378t-44fe42093d8a1a0d6c4ed98cea8f22c091ac561bf3528f993ba19409f0feab0f3</citedby><cites>FETCH-LOGICAL-c378t-44fe42093d8a1a0d6c4ed98cea8f22c091ac561bf3528f993ba19409f0feab0f3</cites><orcidid>0000-0002-5900-7851 ; 0000-0002-8032-3373 ; 0000-0002-3659-6171</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC6162739/pdf/$$EPDF$$P50$$Gpubmedcentral$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://www.ncbi.nlm.nih.gov/pmc/articles/PMC6162739/$$EHTML$$P50$$Gpubmedcentral$$Hfree_for_read</linktohtml><link.rule.ids>230,315,728,781,785,886,27929,27930,53796,53798</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/30227602$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Ryu, Jung-Hee</creatorcontrib><creatorcontrib>Park, Jin-Woo</creatorcontrib><creatorcontrib>Nahm, Francis Sahngun</creatorcontrib><creatorcontrib>Jeon, Young-Tae</creatorcontrib><creatorcontrib>Oh, Ah-Young</creatorcontrib><creatorcontrib>Lee, Hak Jong</creatorcontrib><creatorcontrib>Kim, Jin-Hee</creatorcontrib><creatorcontrib>Han, Sung-Hee</creatorcontrib><title>The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial</title><title>Journal of clinical medicine</title><addtitle>J Clin Med</addtitle><description>The use of gamification in healthcare has been gaining popularity. This prospective, randomized, clinical trial was designed to evaluate whether gamification of the preoperative process-via virtual reality (VR) gaming that provides a vivid, immersive and realistic experience-could reduce preoperative anxiety in children. Seventy children scheduled for elective surgery under general anesthesia were randomly divided into either the control or gamification group. Children in the control group received conventional education regarding the preoperative process, whereas those in the gamification group played a 5 min VR game experiencing the preoperative experience. Preoperative anxiety, induction compliance checklist (ICC), and procedural behavior rating scale (PBRS) were measured. Sixty-nine children were included in the final analysis (control group = 35, gamification = 34). Preoperative anxiety (28.3 [23.3⁻36.7] vs. 46.7 [31.7⁻51.7];
< 0.001) and intraoperative compliance measured using ICC (
= 0.038) were lower in the gamification group than in the control group. However, PBRS (
= 0.092) and parent/guardian satisfaction (
= 0.268) were comparable between the two groups. VR experience of the preoperative process could reduce preoperative anxiety and improve compliance during anesthetic induction in children undergoing elective surgery and general anesthesia.</description><issn>2077-0383</issn><issn>2077-0383</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2018</creationdate><recordtype>article</recordtype><recordid>eNpVUV1v1DAQtBCIVqUv_ADkR4R64I80iXlAOp3KgVSJqrryGu0564urxD5sp2r5V_xDFrWU4hevdmbHsx7GXkvxXmsjPlzbqRFGqLZ6xg6VaJqF0K1-_qQ-YMc5Xws6bVsp2bxkB1oo1dRCHbJfmwH5mXNoC4-Or2HyzlsoPgZehhTn3cCBf_epzDDyS4TRlztO4EXCuMdEzBvky3Drkfqe-th7KMlbfkEYhpL5Vegx7aIPO77GQDMjDWAuA2YPH_mStGLekwOSOuGXEPo4-Z_Yn3Aq-SqGkuI4Ys83ycP4ir1wMGY8friP2NXns83qy-L82_rranm-sLppy6KqHFZKGN23IEH0ta2wN61FaJ1SVhgJ9rSWW6dPVeuM0VuQphLGCYewFU4fsU_3uvt5O2FvaRVy3u2TnyDddRF89z8S_NDt4k1Xy1o12pDA2weBFH_MtG83-WxxHCFgnHOnpKylqqVpiPrunmrpJ3JC9_iMFN2fmLt_MRP5zVNjj9S_oerfVbancA</recordid><startdate>20180917</startdate><enddate>20180917</enddate><creator>Ryu, Jung-Hee</creator><creator>Park, Jin-Woo</creator><creator>Nahm, Francis Sahngun</creator><creator>Jeon, Young-Tae</creator><creator>Oh, Ah-Young</creator><creator>Lee, Hak Jong</creator><creator>Kim, Jin-Hee</creator><creator>Han, Sung-Hee</creator><general>MDPI</general><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7X8</scope><scope>5PM</scope><orcidid>https://orcid.org/0000-0002-5900-7851</orcidid><orcidid>https://orcid.org/0000-0002-8032-3373</orcidid><orcidid>https://orcid.org/0000-0002-3659-6171</orcidid></search><sort><creationdate>20180917</creationdate><title>The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial</title><author>Ryu, Jung-Hee ; Park, Jin-Woo ; Nahm, Francis Sahngun ; Jeon, Young-Tae ; Oh, Ah-Young ; Lee, Hak Jong ; Kim, Jin-Hee ; Han, Sung-Hee</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c378t-44fe42093d8a1a0d6c4ed98cea8f22c091ac561bf3528f993ba19409f0feab0f3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2018</creationdate><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Ryu, Jung-Hee</creatorcontrib><creatorcontrib>Park, Jin-Woo</creatorcontrib><creatorcontrib>Nahm, Francis Sahngun</creatorcontrib><creatorcontrib>Jeon, Young-Tae</creatorcontrib><creatorcontrib>Oh, Ah-Young</creatorcontrib><creatorcontrib>Lee, Hak Jong</creatorcontrib><creatorcontrib>Kim, Jin-Hee</creatorcontrib><creatorcontrib>Han, Sung-Hee</creatorcontrib><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><collection>PubMed Central (Full Participant titles)</collection><jtitle>Journal of clinical medicine</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Ryu, Jung-Hee</au><au>Park, Jin-Woo</au><au>Nahm, Francis Sahngun</au><au>Jeon, Young-Tae</au><au>Oh, Ah-Young</au><au>Lee, Hak Jong</au><au>Kim, Jin-Hee</au><au>Han, Sung-Hee</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial</atitle><jtitle>Journal of clinical medicine</jtitle><addtitle>J Clin Med</addtitle><date>2018-09-17</date><risdate>2018</risdate><volume>7</volume><issue>9</issue><spage>284</spage><pages>284-</pages><issn>2077-0383</issn><eissn>2077-0383</eissn><abstract>The use of gamification in healthcare has been gaining popularity. This prospective, randomized, clinical trial was designed to evaluate whether gamification of the preoperative process-via virtual reality (VR) gaming that provides a vivid, immersive and realistic experience-could reduce preoperative anxiety in children. Seventy children scheduled for elective surgery under general anesthesia were randomly divided into either the control or gamification group. Children in the control group received conventional education regarding the preoperative process, whereas those in the gamification group played a 5 min VR game experiencing the preoperative experience. Preoperative anxiety, induction compliance checklist (ICC), and procedural behavior rating scale (PBRS) were measured. Sixty-nine children were included in the final analysis (control group = 35, gamification = 34). Preoperative anxiety (28.3 [23.3⁻36.7] vs. 46.7 [31.7⁻51.7];
< 0.001) and intraoperative compliance measured using ICC (
= 0.038) were lower in the gamification group than in the control group. However, PBRS (
= 0.092) and parent/guardian satisfaction (
= 0.268) were comparable between the two groups. VR experience of the preoperative process could reduce preoperative anxiety and improve compliance during anesthetic induction in children undergoing elective surgery and general anesthesia.</abstract><cop>Switzerland</cop><pub>MDPI</pub><pmid>30227602</pmid><doi>10.3390/jcm7090284</doi><orcidid>https://orcid.org/0000-0002-5900-7851</orcidid><orcidid>https://orcid.org/0000-0002-8032-3373</orcidid><orcidid>https://orcid.org/0000-0002-3659-6171</orcidid><oa>free_for_read</oa></addata></record> |
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title | The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial |
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