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BioVirtualPed: a biofeedback based virtual reality game for pediatric patients

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GRADUATE SCHOOL OF HEALTH SCIENCES
Upper Org Unit
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SCHOOL OF NURSING
UPPER

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Sayın, A.

Dinçer, B.

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Background The management of pain, fear, and anxiety in pediatric oncology patients has always been a significant challenge in the field of healthcare. Medical procedures, especially those involving port catheter needle exchanges, can be distressing and overwhelming for young patients. To address this issue, the initial aim of the study is to develop BioVirtualPed, a cutting-edge virtual reality game designed specifically for pediatric patients undergoing these treatments. Second is the evaluation of the BioVirtualPed's validity and clinical feasibility. Methods BioVirtualPed game was made with Unity engine, using ADXL35 accelerometer to collect respiratory data, transferred to the game with ArdunioUno software. Oculus Quest 2 headset monitored the scenario. A feasibility study involved 15 children aged 6-12, data was collected with various forms and scales including the demographic information form, Wong-Baker Pain Rating Scale, Child Fear Scale, Child Anxiety Scale-State, BioVirtualPed Evaluation Form, and Mobile Application Usability Scale. Results For validity, detecting respiratory data, enables the game to respond effectively to the user's breath patterns. The Unity game engine successfully integrated the respiratory data, allowing for seamless interaction between the user's breath and the game's bio-responsive elements. For clinical feasibility, the participants found the Oculus Quest 2 headset to be comfortable and easy to wear, with minimal adjustments required for a proper fit. The participants were able to follow the game's instructions and achieve the desired breathing patterns effectively. For User experience, the pediatric patients reported a positive experience with the BioVirtualPed game. They expressed increased relaxation and reduced feelings of pain, fear, and anxiety during the port catheter needle exchange procedure. Conclusions By incorporating bio-responsive elements that react to the user's breathing patterns, the game offers an innovative way to teach young patients how to self-regulate their breathing in a fun and engaging manner. This allows them to achieve a relaxed state, which in turn helps to alleviate pain, fear, and anxiety during medical procedures. Legal entity responsible for the study E.H. Savaş. Funding European Oncology Nursing Society (EONS). Disclosure All authors have declared no conflicts of interest.

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Elsevier

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Annals of Oncology

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10.1016/j.annonc.2023.09.1598

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