Aniek Wols

116 Chapter 2 Paper Country Target group N % male Age, mean (SD) Age range Intervention arms Intervention characteristics Assessments Variables measured Findings relevant for current review Fernandes et al. 2015 Portugal Children who underwent a minor outpatient surgery 90 76.7 10.20 (1.54) 8-12 years 1. ‘An Adventure at the Hospital’; educational multimedia intervention including illustrations of hospital procedures and stages, and interactive game activities. 2. Entertainment video games; playing a video game of their choice (Super Mario, Angry Birds or FIFA/PES). 3. No intervention group. 1-2. One session of 15 minutes. Pre and post the multimedia or entertainment gaming intervention (but still pre-surgery). Pre-operative worries (subscales: global, hospitalisation, medical procedures, illness), valence, arousal, heartrate, blood pressure; child’s temperament, parental anxiety, age, previous hospitalisation (moderators). Compared to participants in the gaming and no intervention groups, participants receiving the educational multimedia intervention reported lower levels of worries about hospitalisation, medical procedures, illness, and negative consequences. Participants in all groups showed an increase in positive affect, decrease of arousal, and a decrease in blood pressure levels. Gold & Mahrer, 2018 USA Children and adolescent pediatric patients undergoing blood draw 146*c 49.7 15.43 (3.13) 10-21 years 1. Virtual reality + standard care. 2. Standard care, involving a brief interaction with the phlebotomist and each patient room has a television playing a cartoon movie at a low volume. 1. Participants received standard of care and interacted with the VR game a few minutes before, during and following the blood draw (approximately 5 minutes in total). Pre and post (asking about pain and anxiety during the procedure). Pain intensity, affective pain, anxiety; VR goggle-type, age, gender, number of previous blood draws, anxiety sensitivity (moderators); immersion in the game, simulator sickness, satisfaction. Compared with standard care, VR reduced acute procedural pain and anxiety, and participants reported better affect.

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