Aniek Wols

2 117 REVIEW OF APPLIED & CASUAL GAMES FOR MENTAL HEALTH Paper Country Target group N % male Age, mean (SD) Age range Intervention arms Intervention characteristics Assessments Variables measured Findings relevant for current review Inan & Inal, 2019 Turkey Children referred to the phlebotomy unit for blood sampling 180 49.4 7.77 (1.28) 6-10 years 1. Playing a video game of their choice (game distraction). 2. Watching a cartoon movie of their choice. 3. Distraction through verbal interaction with their parents. 4. Regular procedure without any distraction (standard care). 1-3. Videogame playing / watching cartoon movie / parental distraction started three minutes before the beginning of the blood-drawing and lasted all through the procedure (4 to 8 minutes in total). Pre and post (asking about anxiety during the procedure). Anxiety, pain. Results showed significant differences in anxiety and pain between the groups, with the lowest level of anxiety and pain reported in the videogame group. The scores observed in the cartoon and parent distraction groups were lower than in the regular procedure group. Jivraj et al. 2020 Canada Children and adolescents undergoing cast removal 90 66.7 10.25 (3.35) 4-18 years 1. Standard care and use of the VR game SnowThrow. 2. Standard of care. 1. Participants started playing once they were in the procedure room and continued playing up until completion of the procedure. 2. Participants received standard care and were allowed to play the game for 5 minutes after the procedure. Pre, during and post. Tendency to worry/trait anxiety, state anxiety, nausea, future VR use, areas for improvement; trait anxiety, age, VR experience, first visit (covariates). Intraprocedural and post-procedural anxiety were lower in the VR group. Jung et al. 2021 USA Children scheduled for an elective surgery requiring general anaesthesia 71 48.6 8.00 (2.30) 5-12 years 1. VR game (game distraction). 2. Non-VR control group (standard care). 1. Participants played the game during induction in the operation room. 2. Participants received standard medical care without any audiovisual devices. Baseline (in preoperative holding area), on entering the operating room, and during induction of general anaesthesia. Anxiety, parental anxiety, paediatric induction compliance, parental and patient satisfaction. The change in anxiety from baseline to time of induction was lower in the VR group compared to the control group. Participants in the VR group were less anxious at room entry and at induction compared to the control group. No differences were found on the other outcomes.

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