Use of Virtual Reality Game Playing During Venipuncture
NCT03518346 · Status: COMPLETED · Phase: NA · Type: INTERVENTIONAL · Enrollment: 12
Last updated 2019-05-15
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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