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COMPLETED
NCT07335666
NA

Virtual Reality Versus Game Card Distraction During Pediatric Wound Care

Sponsor: Agri Ibrahim Cecen University

View on ClinicalTrials.gov

Summary

This completed randomized study compared two distraction approaches with standard care during pediatric open wound care. Ninety children aged 5-10 years were assigned to standard care alone, standard care plus distraction game cards, or standard care plus immersive audiovisual virtual reality. Fear, state anxiety, pain, heart rate, and peripheral oxygen saturation were assessed immediately before and shortly after wound care. The purpose was to compare psychological and physiological responses among the three groups and to assess whether virtual reality provided additional benefit compared with game cards.

Official title: Virtual Reality Versus Distraction Game Cards for Reducing Fear, Anxiety, Pain, and Physiological Stress During Pediatric Open Wound Care

Key Details

Gender

All

Age Range

5 Years - 10 Years

Study Type

INTERVENTIONAL

Enrollment

90

Start Date

2023-04-01

Completion Date

2023-05-30

Last Updated

2026-09-02

Healthy Volunteers

No

Interventions

BEHAVIORAL

Distraction Game Cards

The distraction activity began immediately before wound care and continued throughout the procedure. A trained researcher used structured prompts approximately every 15-30 seconds to maintain engagement.

BEHAVIORAL

Virtual Reality Distraction

A smartphone-based VR BOX 3.0 headset displayed a preset sequence of age-appropriate 360-degree three-dimensional videos with background music and ambient sounds. No hand controllers, gaze-based selection, or other interactive controls were used. The intervention began immediately before wound care and continued throughout the procedure.

Locations (1)

Ağrı Training and Research Hospital

Center, AĞRI, Turkey (Türkiye)