ADDRESSING RESEARCH GAP:
Even though it is evident from many studies that VR is a promising distraction tool for pain management the children, there is still a need for comprehensive data from both qualitative and quantitative research that reinforce the competency of Virtual Reality in clinical settings. The current researches are focused on short-term results and there is a need for research showing the long-term implications of pain management through VR. The research by Logan et al. (2021), leverages VR as a distraction tool highlighting the limited exploration of its affect on the chronic pain or post-operative recovery in pediatric patient. There are no studies on the potential adverse effects of VR interventions.
Furthermore, the existing VR literature has overlooked the concept of developmental appropriateness that requires studies according to different experiences of various age group in pediatric care and according to different cognitive levels. (Bryant et al., 2019). Similarly, the mechanism through which VR alleviates pain needs further research into the psychological and physiological process (Moore et al., 2018). According to Birckhead et al. (2018), comparative studies between VR and other distraction tools are few, further there is a significant need of research studies on the practical aspects of using VR in clinical settings, that includes cost and accessibility. Lastly according to Chi et al. (2020), one must examine the role of parents and care givers during pain management of pediatric patients for various distraction tools. The VR being the example, such that it can provide insights on the effectiveness of the method for the long run.
RESEARCH OBJECTIVE:
- To assess the efficacy of Virtual Reality as a distraction tool for pain management that reduces stress and anxiety during painful pediatric processes.
- Provide a comparison in between the traditional distraction methods and the outcomes of VR intervention.
- Collect data related to the qualitative insights, from patient and caregiver experiences along with healthcare professionals' perceptions using VR as interventions.