Aniek Wols

2 119 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 Ko et al. 2016 USA Children and adolescents who undergoing a typical cast room procedure 146 57.5 8.84 (4.42) 1-18 years 1. No iPad group / standard of care (standard care). 2. iPad with video of their choice. 3. iPad with game of their choice (game distraction). 2-3. Participants started watching/ playing upon their transition to the cast room and were allowed to use the iPad throughout the procedure. Baseline (in waiting room), pre-procedure (upon entering cast room), during, and post procedure. Heartrate; age, type of procedure (moderators); cooperation of participants. Compared to the no-iPad group, there was a trend towards decreased heartrate in the video group and a significant increase in the game group prior to the procedure. There were no significant decreases in heartrate within any of the group between baseline and during the procedure. When comparing the change in heartrate from baseline to pre-procedure, there was a significant decrease in the video group compared to the no-iPad group. Kumari et al. 2021 India Children requiring local anaesthesia for various dental procedures 200 50.5 8.61 (1.87) 6-12 years 1. Immersive VR; play videogame of their choice. 2. Non-immersive VR; watching a cartoon movie of their choice. Participants were given a few minutes to get accustomed to the VR headset/ controller prior to the beginning of the treatment. Then, topical anaesthetic gel was applied (1 minute), followed by injectable local anaesthesia (1-1.5 minute). Immediately after the local anaesthesia injection, the VR intervention(s) were stopped. Pre and post the local anaesthesia injection. Anxiety, pain. Post-operatively, anxiety and pain scores were lower in the immersive VR group as compared to the non-immersive VR group.

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