Videogame playing as distraction technique in course of venipuncture

M. Minute, L. Badina, G. Cont, M. Montico, L. Ronfani, E. Barbi, A. Ventura

Research output: Contribution to journalArticle

13 Citations (Scopus)

Abstract

BACKGROUND: Needle-related procedures (venipuncture, intravenous cannulation) are the most common source of pain and distress for children. Reducing needle related pain and anxiety could be important in order to prevent further distress, especially for children needing multiple hospital admissions. The aim of the present open randomized controlled trial was to investigate the efficacy of adding an active distraction strategy (videogame) to EMLA premedication in needle-related pain in children.

METHODS: One-hundred and nine children (4 -10 years of age) were prospectively recruited to enter in the study. Ninety-seven were randomized in two groups: CC group (conventional care: EMLA only) as control group and AD group (active distraction: EMLA plus videogame) as intervention group. Outcome measures were: self-reported pain by mean of FPS-R scale (main study outcome), observer-reported pain by FLACC scale, number of attempts for successful procedure.

RESULTS: In both groups FPS-R median rate was 0 (interquartile range: 0-2), with significant pain (FPS-R > 4) reported by 9% of subjects. FLACC median rate was 1 in both groups (interquartile range 0-3 in CC group; 0-2 in AD group). The percentage of children with major pain (FLACC > 4) was 18% in CC group and 9% in AD group (p = 0.2). The median of necessary attempts to succeed in the procedures was 1 (interquartile range 1-2) in both groups..

CONCLUSION: Active distraction doesn't improve EMLA analgesia for iv cannulation and venipuncture. Even though, it resulted in an easily applicable strategy appreciated by children. This technique could be usefully investigated in other painful procedures.

Original languageEnglish
Pages (from-to)77-83
Number of pages7
JournalPediatria Medica e Chirurgica
Volume34
Issue number2
Publication statusPublished - 2012

Fingerprint

Phlebotomy
Pain
Needles
Catheterization
Outcome Assessment (Health Care)
Premedication
Analgesia
Anxiety
Randomized Controlled Trials
Control Groups
EMLA

ASJC Scopus subject areas

  • Medicine(all)

Cite this

Videogame playing as distraction technique in course of venipuncture. / Minute, M.; Badina, L.; Cont, G.; Montico, M.; Ronfani, L.; Barbi, E.; Ventura, A.

In: Pediatria Medica e Chirurgica, Vol. 34, No. 2, 2012, p. 77-83.

Research output: Contribution to journalArticle

@article{fb846365470e40c88cfa23688d920889,
title = "Videogame playing as distraction technique in course of venipuncture",
abstract = "BACKGROUND: Needle-related procedures (venipuncture, intravenous cannulation) are the most common source of pain and distress for children. Reducing needle related pain and anxiety could be important in order to prevent further distress, especially for children needing multiple hospital admissions. The aim of the present open randomized controlled trial was to investigate the efficacy of adding an active distraction strategy (videogame) to EMLA premedication in needle-related pain in children.METHODS: One-hundred and nine children (4 -10 years of age) were prospectively recruited to enter in the study. Ninety-seven were randomized in two groups: CC group (conventional care: EMLA only) as control group and AD group (active distraction: EMLA plus videogame) as intervention group. Outcome measures were: self-reported pain by mean of FPS-R scale (main study outcome), observer-reported pain by FLACC scale, number of attempts for successful procedure.RESULTS: In both groups FPS-R median rate was 0 (interquartile range: 0-2), with significant pain (FPS-R > 4) reported by 9{\%} of subjects. FLACC median rate was 1 in both groups (interquartile range 0-3 in CC group; 0-2 in AD group). The percentage of children with major pain (FLACC > 4) was 18{\%} in CC group and 9{\%} in AD group (p = 0.2). The median of necessary attempts to succeed in the procedures was 1 (interquartile range 1-2) in both groups..CONCLUSION: Active distraction doesn't improve EMLA analgesia for iv cannulation and venipuncture. Even though, it resulted in an easily applicable strategy appreciated by children. This technique could be usefully investigated in other painful procedures.",
author = "M. Minute and L. Badina and G. Cont and M. Montico and L. Ronfani and E. Barbi and A. Ventura",
year = "2012",
language = "English",
volume = "34",
pages = "77--83",
journal = "Pediatria Medica e Chirurgica",
issn = "0391-5387",
publisher = "Vicenza Pediatria Medica E Chirurgica",
number = "2",

}

TY - JOUR

T1 - Videogame playing as distraction technique in course of venipuncture

AU - Minute, M.

AU - Badina, L.

AU - Cont, G.

AU - Montico, M.

AU - Ronfani, L.

AU - Barbi, E.

AU - Ventura, A.

PY - 2012

Y1 - 2012

N2 - BACKGROUND: Needle-related procedures (venipuncture, intravenous cannulation) are the most common source of pain and distress for children. Reducing needle related pain and anxiety could be important in order to prevent further distress, especially for children needing multiple hospital admissions. The aim of the present open randomized controlled trial was to investigate the efficacy of adding an active distraction strategy (videogame) to EMLA premedication in needle-related pain in children.METHODS: One-hundred and nine children (4 -10 years of age) were prospectively recruited to enter in the study. Ninety-seven were randomized in two groups: CC group (conventional care: EMLA only) as control group and AD group (active distraction: EMLA plus videogame) as intervention group. Outcome measures were: self-reported pain by mean of FPS-R scale (main study outcome), observer-reported pain by FLACC scale, number of attempts for successful procedure.RESULTS: In both groups FPS-R median rate was 0 (interquartile range: 0-2), with significant pain (FPS-R > 4) reported by 9% of subjects. FLACC median rate was 1 in both groups (interquartile range 0-3 in CC group; 0-2 in AD group). The percentage of children with major pain (FLACC > 4) was 18% in CC group and 9% in AD group (p = 0.2). The median of necessary attempts to succeed in the procedures was 1 (interquartile range 1-2) in both groups..CONCLUSION: Active distraction doesn't improve EMLA analgesia for iv cannulation and venipuncture. Even though, it resulted in an easily applicable strategy appreciated by children. This technique could be usefully investigated in other painful procedures.

AB - BACKGROUND: Needle-related procedures (venipuncture, intravenous cannulation) are the most common source of pain and distress for children. Reducing needle related pain and anxiety could be important in order to prevent further distress, especially for children needing multiple hospital admissions. The aim of the present open randomized controlled trial was to investigate the efficacy of adding an active distraction strategy (videogame) to EMLA premedication in needle-related pain in children.METHODS: One-hundred and nine children (4 -10 years of age) were prospectively recruited to enter in the study. Ninety-seven were randomized in two groups: CC group (conventional care: EMLA only) as control group and AD group (active distraction: EMLA plus videogame) as intervention group. Outcome measures were: self-reported pain by mean of FPS-R scale (main study outcome), observer-reported pain by FLACC scale, number of attempts for successful procedure.RESULTS: In both groups FPS-R median rate was 0 (interquartile range: 0-2), with significant pain (FPS-R > 4) reported by 9% of subjects. FLACC median rate was 1 in both groups (interquartile range 0-3 in CC group; 0-2 in AD group). The percentage of children with major pain (FLACC > 4) was 18% in CC group and 9% in AD group (p = 0.2). The median of necessary attempts to succeed in the procedures was 1 (interquartile range 1-2) in both groups..CONCLUSION: Active distraction doesn't improve EMLA analgesia for iv cannulation and venipuncture. Even though, it resulted in an easily applicable strategy appreciated by children. This technique could be usefully investigated in other painful procedures.

UR - http://www.scopus.com/inward/record.url?scp=84873377722&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84873377722&partnerID=8YFLogxK

M3 - Article

C2 - 22730632

AN - SCOPUS:84873377722

VL - 34

SP - 77

EP - 83

JO - Pediatria Medica e Chirurgica

JF - Pediatria Medica e Chirurgica

SN - 0391-5387

IS - 2

ER -