Monday, October 20, 2008

Virtual Action for Distraction

The study "Distraction with a hand-held video game reduces pediatric preoperative anxiety" seemed to be a unique and thoughtful look into another space where video games can have unexpected results. The study had to overcome many hurdles, such as measuring, without bias, relative levels of anxiety between patients and isolating possible variables that could affect a child's anxiety level. I was impressed by how these challenges were handled; the group that administered the study cited many previous related studies, used valid scientific methods, clearly presented and analyzed the test results, and proposed follow-up studies.

The test results were as I predicted: change in anxiety levels of children who were given video games to play before surgery was significantly lower than children who were not. I thought that the age breakdown of anxiety levels raised questions about what accounted for the different results by age group. Younger children might be more frightened by surgery because they understand very little of the preoperative process. Or perhaps, "ignorance is bliss" and older children are more fearful of surgery. How do coping mechanisms evolve from age 4 to age 12? Are video games really more novel for younger patients or did the selection of E-rated games need more titles geared towards older players?

Nonetheless, it is wonderful that handheld video games can have such a positive effect on young children going through a difficult experience. I hope that this study and others gain more attention as people recognize unconventional video game applications. Hopefully in the future, there will be games and game systems that are designed with medical uses in mind and specifically target children going through surgery, patients undergoing physical rehabilitation, or any other groups of people.

No comments: