Effects of videogame distraction and a virtual reality type head-mounted display helmet on cold pressor pain in young elementary school-aged children.
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.
Department of Psychology, University of Maryland, Baltimore County, 1000 Hilltop Circle, Baltimore, MD 21250, USA. dahlquis@umbc.edu
Lynnda M
LM
Dahlquist
Karen E
KE
Weiss
Emily F
EF
Law
Soumitri
S
Sil
Linda Jones
LJ
Herbert
Susan Berrin
SB
Horn
Karen
K
Wohlheiter
Claire Sonntag
CS
Ackerman
D000704:Analysis of Variance; D001288:Attention; D002648:Child; D003080:Cold Temperature; D005260:Female; D006801:Humans; D008297:Male; D059408:Pain Management; D010147:Pain Measurement; D017288:Pain Threshold / Q000523:psychology*; D011795:Surveys and Questionnaires; D014584:User-Computer Interface; D018910:Video Games / Q000523:psychology*