Pain, ProceduralNCT05065307
Effect of the Format of a Video Game on Children's Experience During Venipuncture
A study testing Venipuncture in people with Pain, Procedural, run by University Hospital, Geneva at 1 site in Switzerland.
Trial summary
Anxiolysis and analgesia are of paramount importance when conducting medical procedures, particularly in children. Nonpharmacologic techniques such as distraction and hypnosis improve the patient experience when used in the correct setting and may reduce the need for medications and pharmacological sedation. Read more about this study
- Who is it for?
- Ages 5 to 12 yearsHealthy volunteers can take part
- Conditions the study is for
- Pain, Procedural
- What is being tested?
- Venipuncture
- Type of treatment
- Pill or oral medicine
- Could I receive a placebo?
- No, everyone receives an active treatment
- How many people
- 50 participants
- Where
- 1 siteSwitzerland
- Study dates
- 21 Jun 2021to 6 Jul 2021
- Phase
- Interventional
- Are there results?
- None posted in the registry
Key requirements
Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.
- Ages 5 to 12 years
- All sexes
- Healthy volunteers accepted
- Child
Who may be able to join
- Children 5-12 undergoing a venipuncture as part of the Corona Immunitas Covid serology study
Who cannot join
- Parents prefer their child not to use screens
- Known or suspected light-sensitive epilepsy
- Moderate or severe intellectual disability
- Physical factors preventing placement of the VR headset (e.g.: wound on the face, etc.)
- Inability to understand or follow the procedures of the study due to a language barrie
Trial locations and contacts
1 site in 1 country.
About this study
Anxiolysis and analgesia are of paramount importance when conducting medical procedures, particularly in children. Nonpharmacologic techniques such as distraction and hypnosis improve the patient experience when used in the correct setting and may reduce the need for medications and pharmacological sedation. Virtual reality immersion is a novel approach to anxiolysis and analgesia but the content (i.e. games) available on the market are limited in their appropriateness for age, and the lack of specific design for medical procedures. VRelief, designed using a multidisciplinary team of clinicians, hypnosis practitioners, psychologists and computer scientists specializing in the Multimodal Modelling of Emotion \& Feeling may present a safe and superior alternative to a similar game presented in a video tablet format, in mitigating procedural anxiety and pain and improving the patient experience during venipuncture.
Read the detailed description
Pain and anxiety experienced in the acute care setting remain a major global problem, resulting in high costs for those involved as well as for health care institutions. Pain and anxiety management techniques affect the quality of the care experienced by patients, relatives, and healthcare workers. Pharmacological procedures remain the most widely used approach, although they have important limitations, such as potential for adverse effects and dosing errors, especially in the most vulnerable populations such as young children. Non-pharmacological approaches to analgesia and anxiolysis have been explored, among which placebo, expectant, distraction, positive induction, reward, self-regulation, relaxation and hypnosis. Unfortunately, translational applications have been only partially successful, due to the limited and variable effectiveness of each approach, which often requires active and continuous patient cooperation. Hypnosis is an effective but incomplete approach that requires the presence of a specialist and can only be practiced from a certain age.
Virtual Reality (VR) is a promising technology that combines all of these methods above into an immersive and engaging tool for pain and anxiety relief that could equal or exceed the effectiveness of other existing non-pharmacological techniques. In addition, it is relatively inexpensive and provides a relevant alternative when hypnosis practitioners are not available.
The virtual reality contents (hereon ''games'') available on the market are varied. However, these tools are mainly based on distraction and often do not take into account the therapeutic communication and hypnosis principles proven useful in managing anxious children, as well as other psychological factors facilitating, for example, the "empowerment" of patients. Moreover, the quality of immersion in a virtual environment is essential for its effectiveness, and the tools currently available remain limited in this respect (mini-games, 360-degree video). Moreover, these tools have little external control and even fewer intelligent mechanisms to adapt content to the patient experience.
The investigators developed a prototype VR tool, which, unlike tools from other clinical studies of virtual reality, implemented a narration integrating several properties of hypnosis induction (in particular relaxation and regulation) with a gameplay designed to induce distraction and empowerment. The game was developed with the objective of engaging the child in an environment where he or she is first familiarized and reassured, then engaged in the missions of the game, and finally rewarded, all with the intent of decreasing anxiety and pain during a procedure. The investigators have carefully adapted the initial versions of this VR scenario to young, hospitalized children (starting from the age of 5 years of age) undergoing painful and anxiogenic procedures such as venipuncture. This population is ideal for our needs because they are often resistant to other non-pharmacological techniques (hypnosis susceptibility peaks between 8 and 12 years and, at the same time, have a good knowledge of artificial environments and computer games. A pilot study conducted in our department showed that children who played the VR game rated their pain and anxiety less high than children who received standard of care, during venipuncture. Venipuncture is some of the most common procedures in pediatric emergency departments and one of the most common sources of unrelieved pain and anxiety in hospitalized children.
To date, no study has attempted to isolate the added value of VR by comparing it with a similar game offered in a format such as a video tablet (ie.g.: iPad, etc.).
When used in a correct subset of patients (excluding patients with light-sensitive epilepsy), there are no risks anticipated aside from potential mild nausea or dizziness, which is rarely described in children using virtual reality, which would make this study a risk category A study.
- Conditions
- Pain, Procedural
- Being tested
- Venipuncture
- Keywords
- Hypnosis, Virtual Reality, Behavioral intervention, Venipuncture
- Medical subject headings
- Pain, Procedural
What participants receive
What participants receive. In a randomised study each person is assigned to one group by chance.
VenipunctureDiagnostic test
Diagnostic venipuncture
| Study group | Role | What they receive |
|---|---|---|
| Video game in Virtual reality | Experimental | The study subject will be playing a video game during the venipuncture, in virtual reality Receives: Diagnostic Test: Venipuncture |
| Video game on a tablet | Active comparator | The study subject will be playing a video game during the venipuncture, on a tablet Receives: Diagnostic Test: Venipuncture |
What is being measured
The primary outcome is the main question the study is designed to answer.
Child rating of maximum pain
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
Child rating of time spent thinking about pain
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
Child rating of anxiety
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
"Fun" rating
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
Parental rating of satisfaction
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
Secondary outcomes (6)
Child rating of venipuncture unpleasantness
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
Heart rate change during the venipuncture compared to the start of the procedure
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: baseline, during the intervention, immediately after the intervention and 5 minutes later
Number of persons required for physical and pharmacological restraint of children during these procedures
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
Feeling of immersion into the game
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
Parental anxiety
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
Healthcare worker rating of satisfaction
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Measured: during venipuncture
Timeline
From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.
- First posted4 Oct 2021
- Study start21 Jun 2021
- Primary completion3 Jul 2021
- Study completion6 Jul 2021
Resources
- Official record on ClinicalTrials.govThe registry entry this page is built from, with its full change history.
- Publications (1)Papers the sponsor has linked to this study.
- Other trials for Pain, ProceduralStudies of the same condition, open and under way.
- More trials run by University Hospital, GenevaThe sponsor's other registered studies.
- What the trial phases meanHow a treatment moves from first tests in people to approval.
More details
For doctors and researchers: how the study is designed, who runs it, and its registry IDs.
Study design
- Study type
- Interventional
- Phase
- Phase N/A
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Enrolment
- 50 participants (actual)
Sponsor and investigators
- Lead sponsor
- University Hospital, Geneva
- Sponsor type
- University, hospital or other
- Responsible party
- Principal investigator, Cyril Sahyoun, University Hospital, Geneva
- Investigators
- Cyril Sahyoun, MD, Principal investigator, University Hospital, Geneva
IDs, dates and publications
- ClinicalTrials.gov ID
- NCT05065307
- Sponsor's protocol ID
- 2021-00979
- Status last verified
- Nov 2022
- First submitted
- 13 Aug 2021
- Last updated
- 9 Nov 2022
- Results posted
- No
- Data monitoring committee
- No
- FDA-regulated drug
- No
- FDA-regulated device
- No
Publications
Zavlanou C, Savary V, Mermet S, Sander D, Corradi-Dell'Acqua C, Rudrauf D, Tisserand Y, Sahyoun C. Virtual reality vs. tablet for procedural comfort using an identical game in children undergoing venipuncture: a randomized clinical trial. Front Pediatr. 2024 May 13;12:1378459. doi: 10.3389/fped.2024.1378459. eCollection 2024.
PubMed 38803637
Study at a glance
From the registry record, last updated by the sponsor on 9 Nov 2022. Recruitment status is as the sponsor reported it: confirm with the study team.
- Official title
- Effect of the Format of a Video Game on Children's Experience During Venipuncture
- ClinicalTrials.gov ID
- NCT05065307
- Acronym / sponsor ID
- 2021-00979
- Conditions
- Pain, Procedural
- Keywords
- Hypnosis, Virtual Reality, Behavioral intervention, Venipuncture
- Study type
- Interventional
- Recruitment status
- Completed
- Enrolment
- 50 participants (actual)
- Lead sponsor
- University Hospital, GenevaUniversity, hospital or other
- Study start
- 21 Jun 2021 (actual)
- Primary completion
- 3 Jul 2021 (actual)
- Study completion
- 6 Jul 2021 (actual)
- First posted
- 4 Oct 2021 (actual)
- Results
- Not posted in the source record
Clinical summary
The research question as the sponsor registered it. This describes what the study plans to test, not what it found.
Anxiolysis and analgesia are of paramount importance when conducting medical procedures, particularly in children. Nonpharmacologic techniques such as distraction and hypnosis improve the patient experience when used in the correct setting and may reduce the need for medications and pharmacological sedation. Virtual reality immersion is a novel approach to anxiolysis and analgesia but the content (i.e. games) available on the market are limited in their appropriateness for age, and the lack of specific design for medical procedures. VRelief, designed using a multidisciplinary team of clinicians, hypnosis practitioners, psychologists and computer scientists specializing in the Multimodal Modelling of Emotion \& Feeling may present a safe and superior alternative to a similar game presented in a video tablet format, in mitigating procedural anxiety and pain and improving the patient experience during venipuncture.
Detailed description
Pain and anxiety experienced in the acute care setting remain a major global problem, resulting in high costs for those involved as well as for health care institutions. Pain and anxiety management techniques affect the quality of the care experienced by patients, relatives, and healthcare workers. Pharmacological procedures remain the most widely used approach, although they have important limitations, such as potential for adverse effects and dosing errors, especially in the most vulnerable populations such as young children. Non-pharmacological approaches to analgesia and anxiolysis have been explored, among which placebo, expectant, distraction, positive induction, reward, self-regulation, relaxation and hypnosis. Unfortunately, translational applications have been only partially successful, due to the limited and variable effectiveness of each approach, which often requires active and continuous patient cooperation. Hypnosis is an effective but incomplete approach that requires the presence of a specialist and can only be practiced from a certain age.
Virtual Reality (VR) is a promising technology that combines all of these methods above into an immersive and engaging tool for pain and anxiety relief that could equal or exceed the effectiveness of other existing non-pharmacological techniques. In addition, it is relatively inexpensive and provides a relevant alternative when hypnosis practitioners are not available.
The virtual reality contents (hereon ''games'') available on the market are varied. However, these tools are mainly based on distraction and often do not take into account the therapeutic communication and hypnosis principles proven useful in managing anxious children, as well as other psychological factors facilitating, for example, the "empowerment" of patients. Moreover, the quality of immersion in a virtual environment is essential for its effectiveness, and the tools currently available remain limited in this respect (mini-games, 360-degree video). Moreover, these tools have little external control and even fewer intelligent mechanisms to adapt content to the patient experience.
The investigators developed a prototype VR tool, which, unlike tools from other clinical studies of virtual reality, implemented a narration integrating several properties of hypnosis induction (in particular relaxation and regulation) with a gameplay designed to induce distraction and empowerment. The game was developed with the objective of engaging the child in an environment where he or she is first familiarized and reassured, then engaged in the missions of the game, and finally rewarded, all with the intent of decreasing anxiety and pain during a procedure. The investigators have carefully adapted the initial versions of this VR scenario to young, hospitalized children (starting from the age of 5 years of age) undergoing painful and anxiogenic procedures such as venipuncture. This population is ideal for our needs because they are often resistant to other non-pharmacological techniques (hypnosis susceptibility peaks between 8 and 12 years and, at the same time, have a good knowledge of artificial environments and computer games. A pilot study conducted in our department showed that children who played the VR game rated their pain and anxiety less high than children who received standard of care, during venipuncture. Venipuncture is some of the most common procedures in pediatric emergency departments and one of the most common sources of unrelieved pain and anxiety in hospitalized children.
To date, no study has attempted to isolate the added value of VR by comparing it with a similar game offered in a format such as a video tablet (ie.g.: iPad, etc.).
When used in a correct subset of patients (excluding patients with light-sensitive epilepsy), there are no risks anticipated aside from potential mild nausea or dizziness, which is rarely described in children using virtual reality, which would make this study a risk category A study.
Study design
- Primary purpose
- Prevention
- Allocation
- Randomised
- Intervention model
- Parallel groups
- Masking
- None (open label)
- Number of arms
- 2
| Arm | Type | Receives |
|---|---|---|
| Video game in Virtual reality | Experimental | Diagnostic Test: VenipunctureThe study subject will be playing a video game during the venipuncture, in virtual reality |
| Video game on a tablet | Active comparator | Diagnostic Test: VenipunctureThe study subject will be playing a video game during the venipuncture, on a tablet |
Who may qualify
- Ages
- 5 to 12 years
- Sex
- All
- Healthy volunteers
- Accepted
- Age groups
- Child
Key inclusion criteria (1 listed)
- Children 5-12 undergoing a venipuncture as part of the Corona Immunitas Covid serology study
Key exclusion criteria (5 listed)
- Parents prefer their child not to use screens
- Known or suspected light-sensitive epilepsy
- Moderate or severe intellectual disability
- Physical factors preventing placement of the VR headset (e.g.: wound on the face, etc.)
- Inability to understand or follow the procedures of the study due to a language barrie
Eligibility is decided by the study team after screening; this overview does not establish that a patient qualifies. Full inclusion and exclusion criteria.
Interventions
| Intervention | Type | Arms |
|---|---|---|
| VenipunctureDiagnostic venipuncture | Diagnostic test | Video game in Virtual reality, Video game on a tablet |
Primary outcome
Child rating of maximum pain
Time frame: during venipuncture
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Child rating of time spent thinking about pain
Time frame: during venipuncture
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Child rating of anxiety
Time frame: during venipuncture
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
"Fun" rating
Time frame: during venipuncture
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
Parental rating of satisfaction
Time frame: during venipuncture
Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)
6 secondary outcomes
Child rating of venipuncture unpleasantness
Time frame: during venipuncture
Heart rate change during the venipuncture compared to the start of the procedure
Time frame: baseline, during the intervention, immediately after the intervention and 5 minutes later
Number of persons required for physical and pharmacological restraint of children during these procedures
Time frame: during venipuncture
Feeling of immersion into the game
Time frame: during venipuncture
Parental anxiety
Time frame: during venipuncture
Healthcare worker rating of satisfaction
Time frame: during venipuncture
Results and safety
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
Research links
- Official record on ClinicalTrials.govLast updated by the sponsor 9 Nov 2022.
- Derived from this study: PubMed 38803637Zavlanou C, Savary V, Mermet S, Sander D, Corradi-Dell'Acqua C, Rudrauf D, Tisserand Y, Sahyoun C. Virtual reality vs. tablet for procedural comfort using an identical game in children undergoing venipuncture: a randomized clinical trial. Front Pediatr. 2024 May 13;12:1378459. doi: 10.3389/fped.2024.1378459. eCollection 2024.
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Referral and contact
AzTrials does not enrol participants or take referrals. Contact the study team or a site listed below; they decide who can take part. This study is not recruiting at the moment.
Cyril Sahyoun, MD principal investigator
University Hospital, Geneva
1 site in 1 country: see every site and its status.
Questions about this trial
What is this clinical trial studying?
A study testing Venipuncture in people with Pain, Procedural, run by University Hospital, Geneva at 1 site in Switzerland.
The full registered description is in the About this study section and the official record.
Who may be eligible to take part?
The sponsor lists 1 inclusion and 5 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.
Is this clinical trial currently recruiting?
The record says: finished, as of the sponsor's last update on 9 Nov 2022. Status can change between updates, so confirm with the study contact before making plans.
Where is the study taking place?
The record lists 1 site in Switzerland. Whether a site is taking part right now should be confirmed with that site. See every site.
What are the possible benefits and risks?
They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.
Are results available for this study?
The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.
How can a doctor refer a patient or contact the research team?
The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.
What does the primary outcome measure?
Child rating of maximum pain (time frame: during venipuncture). The study lists 5 primary outcomes in all. It is what the study was designed to measure, not a finding.
Where can I read the original study information?
On the ClinicalTrials.gov record for NCT05065307, which also lists 1 linked publication.
Does a listing mean the treatment is approved or proven to work?
No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.
How often is this information updated?
AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 9 Nov 2022.