Effect of Virtual Reality and Serious Games on Pain, Fear, Anxiety, and Satisfaction During Skin Prick Testing in Children

NACompletedINTERVENTIONAL
Enrollment

90

Participants

Timeline

Start Date

January 1, 2025

Primary Completion Date

May 8, 2025

Study Completion Date

May 15, 2025

Conditions
PainAnxietyFearAllergy
Interventions
DEVICE

Virtual Reality

Children in the virtual reality (VR) group watched a 360° Ice Age video via headset starting three minutes before and continuing throughout the allergy test. The video, selected by pediatric experts, was age-appropriate, visually rich, and emotionally neutral. VR provided immersive distraction to reduce pain, fear, and anxiety. After the test, children and parents rated pain (WBFPS), fear (CFS), anxiety (CAS-S), and satisfaction through structured forms.

DEVICE

Serious game

Children in the serious game group played Subway Surfers on a tablet starting three minutes before and continuing throughout the skin prick test. The game was chosen by pediatric experts for its age-appropriateness and ability to sustain attention without overstimulation. As a fast-paced, interactive tool, it served as an effective distraction to reduce pain, fear, and anxiety. After the procedure, children and parents rated pain (WBFPS), fear (CFS), anxiety (CAS-S), and satisfaction using structured feedback forms.

Trial Locations (1)

34450

Koç University, Istanbul

All Listed Sponsors
lead

Trakya University

OTHER

NCT06993259 - Effect of Virtual Reality and Serious Games on Pain, Fear, Anxiety, and Satisfaction During Skin Prick Testing in Children | Biotech Hunter | Biotech Hunter