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dc.contributor.authorGuinot Jimeno, Francisco
dc.contributor.authorMercade, Montserrat
dc.contributor.authorOprysnyk, L.
dc.contributor.authorVeloso Durán, Ana
dc.contributor.authorBoj, J. R.
dc.date.accessioned2024-11-20T16:13:17Z
dc.date.available2024-11-20T16:13:17Z
dc.date.issued2021
dc.identifier.citationGuinot Jimeno, Francisco; Mercade, Montserrat; Oprysnyk, L. [et al.]. Comparison of active versus passive audiovisual distraction tools on children's behaviour, anxiety and pain in paediatric dentistry: a randomised crossover clinical trial. European Journal of Paediatric Dentistry, 2021, 22, p. 230-236. Disponible en: <https://pubmed.ncbi.nlm.nih.gov/34544253/>. Fecha de acceso: 20 nov. 2024. DOI: 10.23804/ejpd.2021.22.03.10ca
dc.identifier.issn2035-648Xca
dc.identifier.urihttp://hdl.handle.net/20.500.12328/4453
dc.description.abstractAim: To determine the effect of active distraction when playing PlayStation® video games, compared to passive distraction when watching a cartoon with audiovisual eyeglasses, on parental perception of patients' anxiety, and children's anxiety, pain, behaviour and heart rate during restorative procedures in paediatric dentistry. Materials and methods: Study design: Randomised crossover clinical trial. There were 34 patients in the cartoon film group (passive distraction) and 34 in the Playstation® video game group (active distraction), aged 6-8 years, who required a minimum of 2 visits for restorative treatment. Rimax® iVision 5.0 eyeglasses were used in both groups. Parental perception of patients' anxiety (Modified Corah Dental Anxiety Scale), and children's anxiety (Venham Picture Test), pain (Wong-Baker Faces Scale), behaviour (Frankl Scale) and heart rate were evaluated at each of the treatment visits. Preference for and satisfaction with the audiovisual product were also assessed. Results: There were significant differences in self-reported pain between control (P=0.016) and experimental (P=0.013) visits in both groups, with lower values in the Playstation® video game group. No significant differences were found (P>0.05) in the other variables evaluated with the use of active distraction. A significant increase in heart rate was recorded at each treatment visit (P=0.0001) when the anaesthetic was injected. All the patients wanted to continue watching or playing their chosen cartoon or Playstation® video game during subsequent visits. Conclusion: The use of PlayStation® video games for active audiovisual distraction, compared with passive distraction with a cartoon, improved self-reported pain but did not reduce parents' perception of patients' anxiety, pain, global behaviour, or heart rate. Both distraction methods were accepted by paediatric patients.ca
dc.format.extent7ca
dc.language.isoengca
dc.publisherAriesdueca
dc.relation.ispartofEuropean Journal of Paediatric Dentistryca
dc.relation.ispartofseries22
dc.rightsThis work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.ca
dc.rights.urihttps://creativecommons.org/licenses/by-nc/4.0/
dc.subject.otherAnsietatca
dc.subject.otherDistracció audiovisualca
dc.subject.otherComportamentca
dc.subject.otherGestió d'infantsca
dc.subject.otherDolorca
dc.subject.otherAnsiedadca
dc.subject.otherDistracción audiovisualca
dc.subject.otherConductaca
dc.subject.otherManejo infantilca
dc.subject.otherDolorca
dc.subject.otherAnxietyca
dc.subject.otherAudiovisual distractionca
dc.subject.otherBehaviourca
dc.subject.otherChild managementca
dc.subject.otherPainca
dc.titleComparison of active versus passive audiovisual distraction tools on children's behaviour, anxiety and pain in paediatric dentistry: a randomised crossover clinical trialca
dc.typeinfo:eu-repo/semantics/articleca
dc.description.versioninfo:eu-repo/semantics/publishedVersionca
dc.rights.accessLevelinfo:eu-repo/semantics/openAccess
dc.embargo.termscapca
dc.subject.udc616.3ca
dc.identifier.doihttps://www.dx.doi.org/10.23804/ejpd.2021.22.03.10ca


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