Virtual reality distraction during upper gastrointestinal endoscopy: a randomized controlled trial
Natapak Boonreunya, Ekapong Nopawong, Karn Yongsiriwat, ศักรินทร์ จิรพงศธร*
Division of Gastroenterology, Department of Medicine, Phramongkutklao Hospital, College of Medicine, 315 Ratchawithi Rd, Ratchathewi, Bangkok, Thailand 10400; Email: [email protected]
Background and aim: Virtual reality (VR) is an established and effective tool in reducing autonomic and somatic pain. We aimed to examine the analgesic effects of VR distraction during esophagogastroduodenoscopy (EGD).
Methods: We conducted a randomized controlled trial and enrolled patients who had indication for unsedated EGD with topical anesthesia. Patients were randomly assigned to use Oculus GO with three-dimensional specific software content (standalone VR headset), sham VR or without VR during EGD. The primary outcome was patient pain scores during EGD.
Results: A total of 96 patients undergoing diagnostic EGD were randomized to receive VR (n = 32), sham VR (n = 32), and no VR defined as the control group (n = 32). Patients in all groups reported no statistically different pain during esophageal intubation. The mean pain score was 2.7 ± 2.4 in the VR group, 2.7 ± 2.5 in the sham VR and 2.3 ± 2.3 in the control group, (P value = 0.751). No significant difference was observed in heart rate and blood pressure, and the endoscopists reported higher overall satisfaction scores in VR (4.3 ± 0.5) compared with the control group (4 ± 0.8) but without significance (P value = 0.156).
Conclusion: Virtual reality-assisted anesthesia during EGD did not significantly reduce patient pain during esophageal intubation. There was no superiority in using VR distraction regarding patient's and endoscopist's satisfaction compared with standard EGD without VR Further studies are required to detect any true clinical advantage of VR distraction during EGD.
Journal of Gastroenterology and Hepatology ปี 2565, May ปีที่: 37 ฉบับที่ 5 หน้า 855-860
pain score, EGD, Satisfaction score, Virtual reality