Skip Navigation



Journal of Pediatric Psychology Advance Access published online on September 28, 2009

Journal of Pediatric Psychology, doi:10.1093/jpepsy/jsp082
This Article
Right arrow Full Text
Right arrow Full Text (PDF)
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Similar articles in PubMed
Right arrow Alert me to new issues of the journal
Right arrow Add to My Personal Archive
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Disclaimer
Google Scholar
Right arrow Articles by Dahlquist, L. M
Right arrow Articles by Ackerman, C. S.
PubMed
Right arrow PubMed Citation
Right arrow Articles by Dahlquist, L. M
Right arrow Articles by Ackerman, C. S.
Social Bookmarking
 Add to CiteULike   Add to Connotea   Add to Del.icio.us  
What's this?

© The Author 2009. Published by Oxford University Press on behalf of the Society of Pediatric Psychology. All rights reserved. For permissions, please e-mail: journals.permissions@oxfordjournals.org

Effects of Videogame Distraction and a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Young Elementary School-Aged Children

Lynnda M Dahlquist, PhD, Karen E Weiss, PhD, Emily F Law, MA, Soumitri Sil, MA, Linda Jones Herbert, MA, Susan Berrin Horn, MA, Karen Wohlheiter, MA and Claire Sonntag Ackerman, PhD

Department of Psychology, University of Maryland, Baltimore County

All correspondence concerning this article should be addressed to Lynnda M. Dahlquist, PHD, Department of Psychology, University of Maryland, Baltimore County, 1000 Hilltop Circle, Baltimore, MD 21250, USA. E-mail: dahlquis{at}umbc.edu


   Abstract

Objective This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain. Methods Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order. Results As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness. Conclusions Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed.

Key words: Acute pain; children; distraction; virtual reality technology..

Received April 7, 2009; revision received August 7, 2009; accepted August 17, 2009


Add to CiteULike CiteULike   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us    What's this?




Disclaimer: Please note that abstracts for content published before 1996 were created through digital scanning and may therefore not exactly replicate the text of the original print issues. All efforts have been made to ensure accuracy, but the Publisher will not be held responsible for any remaining inaccuracies. If you require any further clarification, please contact our Customer Services Department.