April 2006 Vol. 8 No. 1 www.pediatric-pain.ca/ppl
Editor: Carl L. von Baeyer, carl.vonbaeyer@usask.ca © 2006, Patrick J. McGrath & G. Allen Finley
Please visit the website for information on submission and review
6
Commentary
Virtual Reality distraction during pediatric medical procedures
Belinda Lange, Marie Williams and Ian Fulton
Pediatric medical interventions are often
associated with high levels of anticipatory fear and
anxiety and procedural pain. Management of
procedure-related distress commonly includes the
use of distraction techniques which aim to divert
attention away from the procedure and focus
attention on an activity or task (Piira et al., 2002;
Vessey et al., 1994). Distraction techniques can be
provided in many forms (e.g. conversation, books,
movies, computer games) which range from passive
to active interventions. It has been suggested that
the more active/interactive and interesting a
distraction technique, the greater the potential for
distraction, but this suggestion remains to be
adequately tested (Dahlquist et al., 2002; MacLaren
& Cohen, 2005; Mason et al., 1999). Virtual reality
(VR) has become popular through the entertainment
industries and the technology has only recently been
applied in simulated and remote surgical
techniques, rehabilitation and health applications.
While research exploring the therapeutic use of VR
as a distraction intervention for children and adults
is sparse (Gold et al., 2005), theoretically this
intervention has the potential to be an effective form
of management for distress associated with medical
procedures.
What is Virtual Reality?
Virtual Reality is an interactive computer-based
system that immerses the user in a virtual
environment (VE) (Heim, 1998). Commonly, VR
systems used for distraction include a head mounted
display (HMD) and 3-D tracking device connected
to a computer. The HMD consists of an enclosed
headset or helmet through which a VE can be
viewed and manipulated using a mouse, joystick or
dataglove. A tracking device, connected to the
HMD, monitors the user’s head movements, giving
the user a first person, 360 degree view of the VE.
The VE can be abstract or realistic with cartoon
based images of fantasy creatures or realistic human
avatars (graphic representations of persons). Some
pictures of VR equipment and VE images can be
seen on the web pages referred to in endnote 1. The
cost of a VR system (HMD, tracking device and VE)
varies from US$400 to US$5000 (plus laptop/PC),
depending on the quality of the hardware and
complexity of the VR. VR systems are similar in
many ways to computer games in that both systems
allow the user to provide input into the VE using a
mouse/joystick. However, VR differs from standard
computer game applications due to the degree of
interactivity and immersion provided. The
interactivity of VR results from the tracking device
attached to the HMD which tracks the user’s head
movements and alters the first person view of the
VE in real-time. This visual synchronicity permits
the user to feel engaged or immersed in the VE,
providing a sense of presence (the subjective
experience of being in the VE, even when the user
is physically situated outside the VE) (Burdea &
Coiffet, 2003). The level of presence is dictated by
the ability of the “outside world” to be blocked
from providing sensory input and the degree of
engagement with the VE. Within medical situations,
patients still need information about what is