Effects of videogame distraction using a virtual reality type head-mounted display helmet on cold pressor pain in children.
OBJECTIVE
To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain.


METHODS
Forty-one children, aged 6-14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial.


RESULTS
Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited.
Dahlquist
Lynnda M
LM
Department of Psychology, University of Maryland, Baltimore County, 1000 Hilltop Circle, Baltimore, MD 21250, USA. dahlquis@umbc.edu
Weiss
Karen E
KE
Clendaniel
Lindsay Dillinger
LD
Law
Emily F
EF
Ackerman
Claire Sonntag
CS
McKenna
Kristine D
KD
D000223:Adaptation, Psychological; D000293:Adolescent; D001288:Attention; D002648:Child; D003080:Cold Temperature; D005260:Female; D006260:Head Protective Devices; D006801:Humans; D008297:Male; D009483:Neuropsychological Tests; D010146:Pain / Q000517:prevention & control* / Q000523:psychology; D010147:Pain Measurement / Q000379:methods; D017288:Pain Threshold / Q000523:psychology*; D014584:User-Computer Interface; D018910:Video Games