NCT03518346

Brief Summary

To evaluate the impact of using virtual reality, VR, game playing on successful completion and reduction of distress and pain in pediatric venipuncture, and to increase adherence in obtaining the desired blood volume.

Trial Health

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
12

participants targeted

Target at below P25 for not_applicable

Timeline
Completed

Started Apr 2018

Shorter than P25 for not_applicable

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

First Submitted

Initial submission to the registry

March 27, 2018

Completed
13 days until next milestone

Study Start

First participant enrolled

April 9, 2018

Completed
29 days until next milestone

First Posted

Study publicly available on registry

May 8, 2018

Completed
8 months until next milestone

Primary Completion

Last participant's last visit for primary outcome

January 15, 2019

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

January 15, 2019

Completed
Last Updated

May 15, 2019

Status Verified

May 1, 2019

Enrollment Period

9 months

First QC Date

March 27, 2018

Last Update Submit

May 13, 2019

Conditions

Outcome Measures

Primary Outcomes (1)

  • Attempting vs. Refusing Venipuncture

    Compare if the participant is willing to let us attempt the venipuncture or refuses the venipuncture. the number of patients will be counted.

    2 years

Secondary Outcomes (5)

  • Blood volume

    2 years. Collected once on each participant: immediately following injection

  • Pain Scale

    2 years. Collected once on each participant: immediately following injection

  • Satisfaction Survey

    2 years. Collected once on each participant: immediately following injection

  • Fear Scale

    2 years. Collected twice on each participant: before and immediately following injection

  • Time to Achieve Optimal Blood Volume

    2 years. Collected on each participant: during venipuncture procedure

Study Arms (2)

Virtual Reality Group

EXPERIMENTAL

Participants may be randomized to the virtual reality, VR, group or the standard of care group. For the VR group, we are using the Samsung VR Go (VR head set), Samsung S7 (phone) and programmed distraction (Spaceburgers, Pebbles the Penguin, and/or Happy Place). Spaceburgers and Pebbles the Penguin were designed by the Department of Anesthesiology at Lucile Packard Children's Hospital Stanford through the Stanford Chariot Program (Childhood Anxiety Reduction Through Innovation and Technology). Happy Place is a nongame immersive experience that will be offered to children uninterested in the previously mentioned game. Happy Place was designed by a Swedish Pharmacy Chain, Apotek Hjartat, aimed to distract patients from their pain with a peaceful, interactive environment. Each of the video games runs for the length of time needed to complete the venipuncture.

Behavioral: Virtual Reality

Standard of Care Group

ACTIVE COMPARATOR

Participants may be randomized to the virtual reality, VR, group or the standard of care group. The standard of care group will use various distractions. Distraction tools include books and movies using a wall mounted TV as standard practice.

Behavioral: Standard of Care

Interventions

Virtual RealityBEHAVIORAL

Samsung VR Go (VR head set), Samsung S7 (phone), and programmed distraction

Virtual Reality Group

Books, movies, TV

Standard of Care Group

Eligibility Criteria

Age8 Years - 19 Years
Sexall
Healthy VolunteersNo
Age GroupsChild (0-17), Adult (18-64)

You may qualify if:

  • Participants aged 8-19 years old that are receiving a blood draw as part of their ReCHARGE evaluation
  • History of distress or refusal of blood draws or similar medical procedures OR
  • Parent or child endorsement of fear, anxiety, concern or adherence in past blood draw during the recruitment phone call, consent or child evaluation will be offered the potential of the VR intervention OR

You may not qualify if:

  • History of seizures.
  • Vision loss or significant visual impairment to the degree that the participant is unable to see the activity and features of the VR game.

Contact the study team to confirm eligibility.

Sponsors & Collaborators

Study Sites (1)

University of California Davis MIND Institute

Sacramento, California, 95817, United States

Location

MeSH Terms

Conditions

Autistic DisorderLearning Disabilities

Interventions

Standard of Care

Condition Hierarchy (Ancestors)

Autism Spectrum DisorderChild Development Disorders, PervasiveNeurodevelopmental DisordersMental DisordersCommunication DisordersNeurobehavioral ManifestationsNeurologic ManifestationsNervous System DiseasesSigns and SymptomsPathological Conditions, Signs and Symptoms

Intervention Hierarchy (Ancestors)

Quality Indicators, Health CareQuality of Health CareHealth Services AdministrationHealth Care Quality, Access, and Evaluation

Study Officials

  • Julie Schweitzer, PhD

    University of California, Davis

    PRINCIPAL INVESTIGATOR

Study Design

Study Type
interventional
Phase
not applicable
Allocation
RANDOMIZED
Masking
NONE
Purpose
HEALTH SERVICES RESEARCH
Intervention Model
PARALLEL
Sponsor Type
OTHER
Responsible Party
SPONSOR

Study Record Dates

First Submitted

March 27, 2018

First Posted

May 8, 2018

Study Start

April 9, 2018

Primary Completion

January 15, 2019

Study Completion

January 15, 2019

Last Updated

May 15, 2019

Record last verified: 2019-05

Locations