Use of Virtual Reality Game Playing During Venipuncture

NCT03518346 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 12

Last updated 2019-05-15

No results posted yet for this study

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.

Conditions

  • Autism
  • Development Delay
  • Typical Development

Interventions

BEHAVIORAL

Virtual Reality

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

BEHAVIORAL

Standard of Care

Books, movies, TV

Sponsors & Collaborators

  • University of California, Davis

    lead OTHER

Principal Investigators

  • Julie Schweitzer, PhD · University of California, Davis

Study Design

Allocation
RANDOMIZED
Purpose
HEALTH_SERVICES_RESEARCH
Masking
NONE
Model
PARALLEL

Eligibility

Min Age
8 Years
Max Age
19 Years
Sex
ALL
Healthy Volunteers
No

Timeline & Regulatory

Start
2018-04-09
Primary Completion
2019-01-15
Completion
2019-01-15

Countries

  • United States

Study Locations

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Entities

Diseases

Read the full study record

This page highlights key information. For complete eligibility criteria, study locations, investigator contacts, and the full protocol, visit the original record on ClinicalTrials.gov.

View NCT03518346 on ClinicalTrials.gov