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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.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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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.

Switzerland1 site
  • Geneva University Hospitals

    Geneva, 1205

Other trials in Switzerland

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.

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 groups in NCT05065307
Study groupRoleWhat they receive
Video game in Virtual realityExperimentalThe study subject will be playing a video game during the venipuncture, in virtual reality
Receives: Diagnostic Test: Venipuncture
Video game on a tabletActive comparatorThe 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.

  1. Child rating of maximum pain

    Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)

    Measured: during venipuncture

  2. 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

  3. Child rating of anxiety

    Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)

    Measured: during venipuncture

  4. "Fun" rating

    Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)

    Measured: during venipuncture

  5. Parental rating of satisfaction

    Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)

    Measured: during venipuncture

Secondary outcomes (6)
  1. Child rating of venipuncture unpleasantness

    Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)

    Measured: during venipuncture

  2. 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

  3. 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

  4. Feeling of immersion into the game

    Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)

    Measured: during venipuncture

  5. Parental anxiety

    Visual Analog Scale rating of minimum 0 (least amount) and maximum 10 (most amount)

    Measured: during venipuncture

  6. 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.

  1. First posted4 Oct 2021
  2. Study start21 Jun 2021
  3. Primary completion3 Jul 2021
  4. Study completion6 Jul 2021

Resources

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)
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

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.

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