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Journal of Pediatric Psychology Advance Access originally published online on March 26, 2008
Journal of Pediatric Psychology 2009 34(5):574-584; doi:10.1093/jpepsy/jsn023
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© The Author 2008. 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

This article appears in the following Journal of Pediatric Psychology issue: Special Issue: eHealth in Pediatric Psychology [View the issue table of contents]

Effects of Videogame Distraction using a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Children

Lynnda M. Dahlquist, PhD, Karen E. Weiss, MA, Lindsay Dillinger Clendaniel, MA, Emily F. Law, MA, Claire Sonntag Ackerman, MA and Kristine D. McKenna, PhD

Department of Psychology, University of Maryland

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 To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Method Forty-one children, aged 6–14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial. Results Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited.

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

Received October 12, 2007; revision received February 20, 2008; accepted February 28, 2008


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L. M Dahlquist, K. E Weiss, E. F Law, S. Sil, L. J. Herbert, S. B. Horn, K. Wohlheiter, and C. S. Ackerman
Effects of Videogame Distraction and a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Young Elementary School-Aged Children
J. Pediatr. Psychol., September 28, 2009; (2009) jsp082v1.
[Abstract] [Full Text] [PDF]



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