The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial
Abstract
:1. Introduction
2. Methods
2.1. Study
2.2. Patients
2.3. VR Game
2.4. Intervention
2.5. Anesthesia
2.6. Study Outcomes
2.7. Statistical Analysis
3. Results
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Conflicts of Interest
References
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Control Group (n = 35) | Gamification Group (n = 34) | p Value | |
---|---|---|---|
Age (year) | 6 (5−8) | 5 (5−7) | 0.170 |
Height (cm) | 116.7 (109.8–127.3) | 114.7 (108.7–125.7) | 0.618 |
Weight (kg) | 21.3 (18.9–28.6) | 20.9 (18.4–28.9) | 0.529 |
BMI (kg/m2) | 16.8 (15.7–17.6) | 16.3 (15.2–17.3) | 0.400 |
Gender (M/F) | 22 (63)/13 (37) | 18 (53)/16 (47) | 0.469 |
ASA physical class (I/II) | 34 (97)/1 (3) | 33 (97)/1 (3) | >0.999 |
Induction time (min) | 6 (4.5–8) | 6 (5–7.8) | 0.789 |
Anesthesia time (min) | 40 (35–50) | 42.5 (35–50) | 0.479 |
Operation time (min) | 20 (17.5–25) | 20 (15–30) | 0.997 |
Type of surgery | 0.569 | ||
Otolaryngeal | 12 (34) | 17 (50) | |
Ophthalmic | 14 (40) | 12 (35) | |
Dental | 4 (11) | 2 (6) | |
Others | 5 (15) | 3 (9) |
Control Group (n = 35) | Gamification Group (n = 34) | p Value | ||
---|---|---|---|---|
m-YPAS | baseline | 50.0 (43.3–65) | 51.7 (46.7−67.5) | 0.389 |
preanesthetic | 46.7 (31.7–51.7) | 28.3 (23.3−36.7) | <0.001 | |
difference | 0 (−20–4.2) | −22.5 (−29.6–−14.2) | 0.002 | |
ICC score | perfect (0) | 19 (54) | 27 (79) | 0.038 |
moderate (1–3) | 13 (37) | 7 (21) | ||
poor (>4) | 3 (9) | 0 (0) | ||
PBRS score | 1 (0–2) | 0 (0–1) | 0.092 | |
Satisfaction Score (101 NRS) | 100 (90–100) | 100 (90–100) | 0.268 |
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Ryu, J.-H.; Park, J.-W.; Nahm, F.S.; Jeon, Y.-T.; Oh, A.-Y.; Lee, H.J.; Kim, J.-H.; Han, S.-H. The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial. J. Clin. Med. 2018, 7, 284. https://doi.org/10.3390/jcm7090284
Ryu J-H, Park J-W, Nahm FS, Jeon Y-T, Oh A-Y, Lee HJ, Kim J-H, Han S-H. The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial. Journal of Clinical Medicine. 2018; 7(9):284. https://doi.org/10.3390/jcm7090284
Chicago/Turabian StyleRyu, Jung-Hee, Jin-Woo Park, Francis Sahngun Nahm, Young-Tae Jeon, Ah-Young Oh, Hak Jong Lee, Jin-Hee Kim, and Sung-Hee Han. 2018. "The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial" Journal of Clinical Medicine 7, no. 9: 284. https://doi.org/10.3390/jcm7090284
APA StyleRyu, J. -H., Park, J. -W., Nahm, F. S., Jeon, Y. -T., Oh, A. -Y., Lee, H. J., Kim, J. -H., & Han, S. -H. (2018). The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial. Journal of Clinical Medicine, 7(9), 284. https://doi.org/10.3390/jcm7090284