Publication:
Golden Breath: feasibility and acceptability of a biofeedback-based virtual reality game on reducing children's needle-related pain and fear

dc.contributor.departmentDepartment of Electrical and Electronics Engineering
dc.contributor.departmentGraduate School of Health Sciences
dc.contributor.departmentSchool of Nursing
dc.contributor.kuauthorAydoş, İdil Ada
dc.contributor.kuauthorSemerci, Remziye
dc.contributor.kuauthorUmaç, Eyşan Hanzade
dc.contributor.kuauthorÜrey, Hakan
dc.contributor.schoolcollegeinstituteCollege of Engineering
dc.contributor.schoolcollegeinstituteGRADUATE SCHOOL OF HEALTH SCIENCES
dc.contributor.schoolcollegeinstituteSCHOOL OF NURSING
dc.date.accessioned2025-03-06T20:59:20Z
dc.date.issued2024
dc.description.abstractBackground: Needle procedures can cause pain and fear in children. Current literature reports that biofeedbackbased virtual reality applications may help alleviate children's pain and fear. This study aims to evaluate the feasibility, acceptability, and safety of the newly developed game Golden Breath, which uses biofeedbackbased virtual reality to reduce children's needle-related pain and fear. Methods: The development of Golden Breath includes;(1) development of the application's features based on needs assessment, (2) gamification of the application content based on literature, (3) development of the prototype, (4) expert evaluation and feedback on the application content, (5) usability testing by 11 children (4-12 years). Results: Regarding acceptability, the expert evaluation showed a high usability of the system. All children provided positive feedback and reported high satisfaction with Golden Breath. The game was feasible and effective for reducing children's pain and fear levels during needle procedures. Golden Breath was deemed safe for children because it did not cause symptoms such as dizziness, vomiting, or nausea. Conclusion: The expert evaluation, children's feedback, and pilot study results showed that the Golden Breath game is feasible, acceptable, and safe for children during the needle-related procedure. The pilot study revealed that the Golden Breath game effectively reduced pain and fear during blood sampling in children. Practice to implications: It is recommended that healthcare professionals use Golden Breath to optimize the wellbeing of children receiving treatment for chronic and acute diseases.
dc.description.indexedbyWOS
dc.description.indexedbyScopus
dc.description.indexedbyPubMed
dc.description.publisherscopeInternational
dc.description.sponsoredbyTubitakEuN/A
dc.identifier.doi10.1016/j.pedn.2024.09.008
dc.identifier.issn0882-5963
dc.identifier.quartileQ2
dc.identifier.scopus2-s2.0-85203616729
dc.identifier.urihttps://doi.org/10.1016/j.pedn.2024.09.008
dc.identifier.urihttps://hdl.handle.net/20.500.14288/27658
dc.identifier.volume79
dc.identifier.wos1317197600001
dc.keywordsBiofeedback
dc.keywordsVirtual reality
dc.keywordsPediatric
dc.keywordsPain
dc.keywordsFear
dc.keywordsUnity
dc.keywordsTherapeutic breath modulation
dc.language.isoeng
dc.publisherElsevier
dc.relation.ispartofJournal of Pediatric Nursing: Nursing Care of Children and Families (JPN)
dc.subjectNursing
dc.subjectPediatrics
dc.titleGolden Breath: feasibility and acceptability of a biofeedback-based virtual reality game on reducing children's needle-related pain and fear
dc.typeJournal Article
dspace.entity.typePublication
local.publication.orgunit1SCHOOL OF NURSING
local.publication.orgunit1GRADUATE SCHOOL OF HEALTH SCIENCES
local.publication.orgunit1College of Engineering
local.publication.orgunit2Department of Electrical and Electronics Engineering
local.publication.orgunit2School of Nursing
local.publication.orgunit2Graduate School of Health Sciences
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