Perceived Effects of Customized Avatars in a Multiplatform Virtual Environment on Pain and Anxiety in Hospitalized Children in Hemato-Oncology.
This qualitative pilot involving five hospitalized children receiving cancer treatment and five parents found that a customized-avatar, multiplatform virtual environment was feasible and acceptable, with no reported negative effects and perceived improvements in anxiety, pain management, isolation, and mood.
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This qualitative pilot involving five hospitalized children receiving cancer treatment and five parents found that a customized-avatar, multiplatform virtual environment was feasible and acceptable, with no reported negative effects and perceived improvements in anxiety, pain management, isolation, and mood.
Research significance
The study provides preliminary qualitative evidence that the intervention is acceptable and perceived as helpful; it remains an inference, requiring controlled testing, that immersive distraction and personalized engagement could meaningfully reduce treatment-related pain and anxiety in pediatric hemato-oncology.
Source abstract
The aim of this pilot study was to explore the feasibility, safety, acceptability, and perceived effects of an immersive, multi-platform distraction (virtual reality/smartphone) intervention on pain and anxiety of children undergoing cancer treatment to improve and refine the intervention. Qualitative data were collected through parent journals and semi-structured, in-person child-parent interviews and analyzed using content analysis to evaluate intervention feasibility and perceived effects on child anxiety and pain management. These data were analyzed through content analysis to evaluate feasibility of the intervention and its perceived effects on the child's anxiety and pain management. Children's and parents' satisfaction were evaluated through surveys. Five children aged from 6 to 17 years hospitalized for cancer treatments and their parents, were recruited (n=10, 5 children, 5 parents). No negative side effects or major logistic issues were reported. Child experiences and parent observations are summarized across three categories: "Effects of the Game Experience," "Logistical Issues," and "Engagement and Motivation." Children and their parents were satisfied with the intervention and mentioned that it had a positive effect on anxiety, pain management, social isolation and children's mood. Results show the potential of a customized avatar in a multiplatform virtual environment for anxiety and pain management of children hospitalized for cancer treatments. Further research is needed with a larger sample size to have a better understanding of the effects of this intervention with this population of patients.