Digital Media for Anxiety in Children
What You Need to Know Before You Apply
What is the purpose of this trial?
This trial aims to determine which type of digital media—2D video, 360 video, or 360 video in virtual reality—most effectively reduces anxiety and pain in children before and after medical procedures. Participants will learn about their upcoming procedure through one of these media formats to assess which helps them feel more relaxed or comfortable. Children who have an upcoming medical procedure, can speak English, and have access to a smartphone might be suitable candidates for this trial. As an unphased trial, this study provides a unique opportunity for children to explore innovative ways to ease their anxiety and discomfort.
Do I need to stop my current medications for the trial?
The trial information does not specify whether you need to stop taking your current medications. It seems focused on the effects of media on anxiety and pain, so it's likely you can continue your medications, but please confirm with the trial organizers.
What prior data suggests that these digital media methods are safe for children?
Research has shown that children generally respond well to virtual reality (VR) during medical procedures. A review found that side effects from VR are rare and usually mild. Another study discovered that VR can help reduce pain and anxiety in children during surgeries.
For 360-degree videos on phones, evidence is less direct, but some studies suggest that similar video technologies can help lower anxiety. No strong evidence shows harm from these videos.
For 2D videos on phones, studies have shown mixed results. While some screen time links to lower well-being, this does not directly apply to short, educational videos for medical procedures.
Overall, these digital tools appear safe for children, with VR showing the most promise in reducing anxiety and pain.12345Why are researchers excited about this trial?
Researchers are excited about using digital media for managing anxiety in children because it offers an innovative way to familiarize kids with medical procedures. Unlike traditional methods like therapy or medication, this approach uses engaging video formats delivered through phones and VR headsets to create a calming, immersive experience. The 360 video with VR allows children to explore the procedure room interactively, potentially reducing anxiety by making the environment feel more familiar and less intimidating. This method is particularly promising because it combines education with interactive technology, offering a non-invasive, drug-free alternative to current treatments.
What evidence suggests that this trial's digital media treatments could be effective for reducing anxiety in children?
This trial will compare different digital media formats to help reduce anxiety in children during medical procedures. Research has shown that virtual reality (VR) can significantly reduce anxiety and pain in children. In this trial, one group will experience 360-degree videos in VR, which studies have found to calm patients with anxiety disorders. Another group will watch 360-degree videos without VR, which research indicates can be as effective as traditional therapies in managing anxiety. Additionally, a third group will view 2D videos, which have been found to reduce anxiety and improve the patient experience in medical settings. Overall, each type of media in this trial aims to ease children's anxiety and pain during medical procedures.678910
Are You a Good Fit for This Trial?
This trial is for children experiencing anxiety or pain due to medical procedures. It's exploring if different types of digital media can affect their healthcare experience. Kids must be facing a procedure that causes pre-procedural anxiety and post-procedural pain to join.Inclusion Criteria
Exclusion Criteria
Timeline for a Trial Participant
Screening
Participants are screened for eligibility to participate in the trial
Preparation
Participants receive media-based preparation (2D video, 360 video, or 360 video in VR) tailored to their specific procedure
Procedure
Participants undergo their scheduled medical procedure
Follow-up
Participants are monitored for anxiety and pain through surveys at multiple intervals post-procedure
What Are the Treatments Tested in This Trial?
Interventions
- Digital Media
Trial Overview
The study tests the impact of learning about medical procedures through different media: traditional 2D videos, immersive 360 videos, and virtual reality using a VR cardboard headset. It aims to see which method best reduces anxiety and pain.
How Is the Trial Designed?
3
Treatment groups
Experimental Treatment
Active Control
In the 360 video in virtual reality arm, participants will see a still image of the procedural room played in a video format. Each video contains a single still 360 image of the procedure room and the tools / medical equipment used in the procedure room (e.g., cast saw for the cast removal procedure, a coil for the MRI scan, etc.). As the narrator describes each tool / medical equipment an enlarged image of that tool medical equipment appears at the side of the tool / medical equipment along with text (similar to the 2D video). The participants randomized into this arm will hear the same audio as the other 2 arms (2D video, 360 video in VR). The difference in this group is that participants can interact with their media using a VR headset (i.e., they can move their head, or physically turn around which moves the point of view of the video and thus their view of the procedural room).
In the 360 video arm, participants will see a still image of the procedural room played in a video format. Each video contains a single still 360 image of the procedure room and the tools / medical equipment used in the procedure room (e.g., cast saw for the cast removal procedure, a coil for the MRI scan, etc.). As the narrator describes each tool / medical equipment an enlarged image of that tool medical equipment appears at the side of the tool / medical equipment along with text (similar to the 2D video). The participants randomized into this arm will hear the same audio as the other 2 arms (2D video, 360 video in VR). The difference in this group is that participants can interact with their media (i.e., they can swipe their smart phone using their finger to see an entire 360 view of the procedural room, but unlike the 360 VR group, this 360 group will not be using it the VR headset).
In the 2D video arm, participants will see still images of the procedural room and tools / medical equipment that are played in a video. Each video contains a series of still images of the procedure room and stills of tools / medical equipment used in the procedure room (e.g., cast saw for the cast removal procedure, a coil for the MRI scan, etc.). As the narrator describes each tool / medical equipment an enlarged image of that tool medical equipment appears along with text. The participants randomized into this arm will hear the same audio as the other 2 arms (360 video, 360 video in VR). The difference in this group is that participants cannot interact with their media (i.e., they cannot swipe their smart phone or move their phone to look around the procedural room unlike the 360 video groups).
Find a Clinic Near You
Who Is Running the Clinical Trial?
British Columbia Children's Hospital
Lead Sponsor
Citations
NCT07073027 | How Digital Media Affects Kids' Healthcare ...
The investigators hypothesize that VR video-based education will reduce anxiety and improve patient experience compared to when patients learn ...
Digital Health Interventions in Pediatric Perioperative Care
In this study, digital health interventions, including VR, 2D videos, and 2D games, demonstrate efficacy in reducing pediatric perioperative ...
Virtual reality versus 2D biofeedback for children and ...
... 2D-BF were equally effective in reducing stress and anxiety across various disorders. Similarly, a meta-analysis of seven studies in adults ...
The role of technology and screen media use in treatment ...
The purpose of this study was to leverage retrospective data to explore the relationships of technology and screen media use with mental health symptoms
Virtual reality versus 2D biofeedback for children and ...
Improvements in both groups post-treatment and at 3-month-follow-up were found for chronic stress (helplessness and self-efficacy), for ...
Associations between screen time and lower psychological ...
More hours of daily screen time were associated with lower psychological well-being, including less curiosity, lower self-control, more distractibility, more ...
Leveraging Swipe Gesture Interactions From Mobile Games ...
This study aimed to explore whether swipe gesture interactions from mobile games can serve as indicators of anxiety and depression symptoms.
Digital Health Interventions in Pediatric Perioperative Care
This network meta-analysis evaluates the effects of digital health interventions in pediatric perioperative care.
Anxiety: Youth Mental Health and Digital Media
What relationship does digital media use have with anxiety disorders in youth? What are the risk factors for developing anxiety, and what prevention and ...
Young children and screen-based media: The impact on ...
Literature shows that the use of screen-based media in early childhood can have both positive and negative impacts on children's cognitive and socioemotional ...
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