Related Experiment Video
Updated: Aug 11, 2026

Perceptual and Category Processing of the Uncanny Valley Hypothesis' Dimension of Human Likeness: Some Methodological Issues
Published on: June 3, 2013
Perceived Effects of Customized Avatars in a Multiplatform Virtual Environment on Pain and Anxiety in Hospitalized
Estelle Guingo1,2, Sylvie Le May2,3,4, Casey Cotes-Turpin5
1École des nouveaux médias, Université du Québec en Abitibi-Témiscamingue, Rouyn-Noranda, QC, Canada.
Insights
This pilot study found that a virtual reality/smartphone distraction intervention positively impacted pain and anxiety in children undergoing cancer treatment. The intervention was feasible, safe, and well-received by both children and parents.
Area of Science:
- Pediatric Oncology
- Digital Health Interventions
- Pain Management
Background:
- Cancer treatment in children often involves significant pain and anxiety.
- Current interventions may not fully address the psychological and physical distress experienced by pediatric cancer patients.
- Immersive technologies offer potential for novel therapeutic approaches.
Purpose of the Study:
- To explore the feasibility, safety, acceptability, and perceived effects of a virtual reality/smartphone distraction intervention.
- To assess the intervention's impact on pain and anxiety in children undergoing cancer treatment.
- To gather data for refining the intervention for future use.
Main Methods:
- Pilot study involving 5 children (aged 6-17) undergoing cancer treatment and their parents.
- Utilized a multi-platform immersive distraction intervention (virtual reality/smartphone).
- Collected qualitative data via parent journals and child-parent interviews; quantitative data via satisfaction surveys. Analyzed using content analysis.
Main Results:
- The intervention was feasible, safe, and acceptable, with no reported negative side effects or major logistical issues.
- Children and parents reported satisfaction with the intervention.
- Positive effects were noted on children's anxiety, pain management, mood, and social isolation.
Conclusions:
- A customized avatar in a multiplatform virtual environment shows potential for managing anxiety and pain in hospitalized pediatric cancer patients.
- Further research with larger sample sizes is warranted to confirm these findings.
- The intervention may improve the overall experience of children undergoing cancer treatment.
Abstract:
The aim of this pilot study was to explore the feasibility, safety, acceptability, and perceived effects of an immersive, multi-platform distraction (virtual reality/smartphone) intervention on pain and anxiety of children undergoing cancer treatment to improve and refine the intervention. Qualitative data were collected through parent journals and semi-structured, in-person child-parent interviews and analyzed using content analysis to evaluate intervention feasibility and perceived effects on child anxiety and pain management. These data were analyzed through content analysis to evaluate feasibility of the intervention and its perceived effects on the child's anxiety and pain management. Children's and parents' satisfaction were evaluated through surveys. Five children aged from 6 to 17 years hospitalized for cancer treatments and their parents, were recruited (n=10, 5 children, 5 parents). No negative side effects or major logistic issues were reported. Child experiences and parent observations are summarized across three categories: "Effects of the Game Experience," "Logistical Issues," and "Engagement and Motivation." Children and their parents were satisfied with the intervention and mentioned that it had a positive effect on anxiety, pain management, social isolation and children's mood. Results show the potential of a customized avatar in a multiplatform virtual environment for anxiety and pain management of children hospitalized for cancer treatments. Further research is needed with a larger sample size to have a better understanding of the effects of this intervention with this population of patients.
More Related Videos
08:36The Immersive Cleveland Clinic Virtual Reality Shopping Platform for the Assessment of Instrumental Activities of Daily Living
Published on: July 28, 2022
10:14Motor Imagery Performance Through Embodied Digital Twins in a Virtual Reality-Enabled Brain-Computer Interface Environment
Published on: May 10, 2024