Age-Specific Responses to Immersive Virtual Reality During Pediatric Venipuncture: Evidence from Routine Clinical Practice
Domonkos Tinka, Mohammad Milad Shafaie, Péter Prukner, Márta Kovács

TL;DR
Immersive virtual reality reduces pain during blood draws in children but is less effective for adolescents due to age-inappropriate content.
Contribution
The study provides evidence that VR effectiveness for pain reduction varies by age and gender in pediatric clinical settings.
Findings
VR significantly reduced pain in children compared to standard care after adjusting for baseline scores.
Adolescents experienced similar low pain in both VR and standard care groups, possibly due to unengaging VR content.
Parent–patient agreement on pain ratings was stronger in children than in adolescents, regardless of VR use.
Abstract
Background/Objectives: Virtual reality (VR) is increasingly used to reduce pain during pediatric needle procedures, but its effectiveness may vary by developmental stage and gender. This study evaluated whether immersive VR reduces venipuncture pain in children and adolescents and examined parent–patient agreement and gender-specific response patterns. Methods: A prospective nonrandomized clinical study was conducted within a hospital-based pediatric venipuncture service using an alternating 1:1 allocation sequence. Participants aged 4–18 years underwent venipuncture with either VR (n = 49) or standard care (n = 29). Procedural pain was measured using the Faces Pain Scale–Revised (FPS-R) with independent parent ratings. Analysis of covariance (ANCOVA) compared post-procedural FPS-R scores while adjusting for baseline pain. Exploratory age and gender-specific analyses were also…
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Taxonomy
TopicsPediatric Pain Management Techniques · Simulation-Based Education in Healthcare · Virtual Reality Applications and Impacts
