A biofeedback based virtual reality game for pediatric population (BioVirtualPed): a feasibility trial

dc.contributor.authorid0000-0002-2031-7967
dc.contributor.authorid0000-0003-1999-9179
dc.contributor.authorid0000-0002-0083-7754
dc.contributor.authorid0000-0002-7544-5974
dc.contributor.authoridN/A
dc.contributor.authoridN/A
dc.contributor.departmentDepartment of Electrical and Electronics Engineering
dc.contributor.departmentN/A
dc.contributor.departmentN/A
dc.contributor.departmentDepartment of Electrical and Electronics Engineering
dc.contributor.departmentDepartment of Electrical and Electronics Engineering
dc.contributor.departmentDepartment of Electrical and Electronics Engineering
dc.contributor.kuauthorÜrey, Hakan
dc.contributor.kuauthorSemerci, Remziye
dc.contributor.kuauthorUmaç, Eyşan Hanzade
dc.contributor.kuauthorGürsoy, Beren Semiz
dc.contributor.kuauthorDinçer, Betül
dc.contributor.kuauthorSayın, Ata
dc.contributor.kuprofileFaculty Member
dc.contributor.kuprofileFaculty Member
dc.contributor.kuprofilePhD Student
dc.contributor.kuprofileFaculty Member
dc.contributor.kuprofileUndergraduate Student
dc.contributor.kuprofileUndergraduate Student
dc.contributor.schoolcollegeinstituteCollege of Engineering
dc.contributor.schoolcollegeinstituteSchool of Nursing
dc.contributor.schoolcollegeinstituteGraduate School of Health Sciences
dc.contributor.schoolcollegeinstituteCollege of Engineering
dc.contributor.schoolcollegeinstituteCollege of Engineering
dc.contributor.schoolcollegeinstituteCollege of Engineering
dc.contributor.yokid8579
dc.contributor.yokid216754
dc.contributor.yokidN/A
dc.contributor.yokid332403
dc.contributor.yokidN/A
dc.contributor.yokidN/A
dc.date.accessioned2025-01-19T10:34:10Z
dc.date.issued2024
dc.description.abstractObjective: This trial aims to assess the acceptability, feasibility, and safety of BioVirtualPed, a biofeedback-based virtual reality (VR) game designed to reduce pain, anxiety, and fear in children undergoing medical procedures. Methods: An Oculus Quest 2 headset was used in the VR experience, respiratory data was captured using an ADXL354 accelerometer, and these data were integrated into the game with ArdunioUno software. The sample of this study consisted of 15 pediatric oncology patients aged 6 to 12 years between July and August 2023. BioVirtualPed's acceptability, feasibility, and safety were evaluated through child and expert feedback, alongside metrics including the System Usability Scale, Wong-Baker Pain Rating Scale, Child Fear Scale, Child Anxiety Scale-Status, Satisfaction Scoring, and various feasibility and safety parameters. Results: Regarding the acceptability, the expert evaluation showed a mean score of 122.5 ± 3.53, indicating high usability for the system. All children provided positive feedback, and both children and their mothers reported high satisfaction with using BioVirtualPed. The BioVirtualPed was feasible for reducing children's pain, fear, and anxiety levels. All the children complied with the game, and no one withdrew from the trial. BioVirtualPed did not cause symptoms of dizziness, vomiting, or nausea in children and was found to be safe for children. Conclusion: The findings showed that BioVirtualPed meets the following criteria: feasibility, user satisfaction, acceptability, and safety. It is a valuable tool to improve children's experience undergoing port catheter needle insertion procedures. Implication for Nursing Practice: Integration of VR interventions with BioVirtualPed into routine nursing care practices has the potential to effectively manage the pain, anxiety, and fear experienced by children undergoing medical procedures. The safety, feasibility, and acceptability results are promising for further research and integration into pediatric healthcare practice. © 2024 Elsevier Inc.
dc.description.indexedbyWoS
dc.description.indexedbyScopus
dc.description.indexedbyPubMed
dc.description.issue2
dc.description.publisherscopeInternational
dc.description.sponsorsFunding text 1: This work was supported by the EONS Early Career Research Grant 2022 and TÜBİTAK (Grant number: 123S399 ). ; Funding text 2: EYSAN HANZADE SAVAS reports financial support was provided by European Oncology Nursing Society. EYSAN HANZADE SAVAS reports financial support was provided by TUBITAK. This study was presented as an oral presentation at the ESMO Congress 2023.
dc.description.volume40
dc.identifier.doi10.1016/j.soncn.2024.151615
dc.identifier.eissn1878-3449
dc.identifier.issn7492081
dc.identifier.quartileQ1
dc.identifier.scopus2-s2.0-85187342217
dc.identifier.urihttps://doi.org/10.1016/j.soncn.2024.151615
dc.identifier.urihttps://hdl.handle.net/20.500.14288/26749
dc.identifier.wos1232689500001
dc.keywordsAnxiety
dc.keywordsBiofeedback
dc.keywordsFear
dc.keywordsPain
dc.keywordsPediatric
dc.keywordsVirtual reality
dc.languageen
dc.publisherElsevier Inc.
dc.relation.grantnoEuropean Oncology Nursing Society, EONS, (2022); European Oncology Nursing Society, EONS; Türkiye Bilimsel ve Teknolojik Araştırma Kurumu, TÜBİTAK, (123S399); Türkiye Bilimsel ve Teknolojik Araştırma Kurumu, TÜBİTAK
dc.sourceSeminars in Oncology Nursing
dc.subjectElectrical and electronics engineering
dc.titleA biofeedback based virtual reality game for pediatric population (BioVirtualPed): a feasibility trial
dc.typeJournal Article

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