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Use of Virtual Reality Game Playing During Venipuncture

Use of Virtual Reality Game Playing During Venipuncture

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03518346
Enrollment
12
Registered
2018-05-08
Start date
2018-04-09
Completion date
2019-01-15
Last updated
2019-05-15

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Autism, Development Delay, Typical Development

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.

Detailed description

Participants will be randomly assigned using a random number generator to either the virtual reality condition, or to the standard procedure that includes using books and/or watching movies as a standard method of distraction. Participants will take part in the study during their scheduled research venipuncture. The venipuncture lasts approximately 15-30 minutes. Pre and post venipuncture questionnaires for both participant and parent will take 15 minutes to complete. Total study time is between 30 and 45 minutes. Questionnaires completed by research personal will take 15 minutes to complete.

Interventions

BEHAVIORALVirtual Reality

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

BEHAVIORALStandard of Care

Books, movies, TV

Sponsors

University of California, Davis
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
HEALTH_SERVICES_RESEARCH
Masking
NONE

Eligibility

Sex/Gender
ALL
Age
8 Years to 19 Years
Healthy volunteers
No

Inclusion criteria

1. Participants aged 8-19 years old that are receiving a blood draw as part of their ReCHARGE evaluation 2. History of distress or refusal of blood draws or similar medical procedures OR 3. 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 4. Endorsement of anxiety or concerns with medical procedures on an in house phlebotomist blood draw screening form will also be used as inclusion criteria.

Exclusion criteria

1. History of seizures. 2. Vision loss or significant visual impairment to the degree that the participant is unable to see the activity and features of the VR game.

Design outcomes

Primary

MeasureTime frameDescription
Attempting vs. Refusing Venipuncture2 yearsCompare if the participant is willing to let us attempt the venipuncture or refuses the venipuncture. the number of patients will be counted.

Secondary

MeasureTime frameDescription
Blood volume2 years. Collected once on each participant: immediately following injectionVolume of blood collected in mL
Pain Scale2 years. Collected once on each participant: immediately following injectionPain scale measures patient reports of pain levels after venipuncture on scale of 0-10
Satisfaction Survey2 years. Collected once on each participant: immediately following injectionChild and Parent Satisfaction Survey consists of 5 questions with likert scale responses
Fear Scale2 years. Collected twice on each participant: before and immediately following injectionChild Fear scale measures patient reports of fear levels before and after venipuncture on scale of 0-4
Time to Achieve Optimal Blood Volume2 years. Collected on each participant: during venipuncture procedureTime in minutes

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026