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Pediatric Anesthesia. 2022;32:1292–1304.wileyonlinelibrary.com/journal/pan
Received: 14 December 2021 
|
Revised: 23 July 2022 
|
Accepted: 16 August 2022
DOI: 10.1111/pan.14546
SYSTEMATIC REVIEW
Virtual reality in pediatrics, effects on pain and anxiety:
A systematic review and meta- analysis update
Floris Q. Tas* | Cynthia A. M. van Eijk*| Lonneke M. Staals | Jeroen S. Legerstee |
Bram Dierckx
This is an open access article under the terms of the Creative Commons Attribution-NonCommercial License, which permits use, distribution and reproduction
in any medium, provided the original work is properly cited and is not used for commercial purposes.
© 2022 The Authors. Pediatric Anesthesia published by John Wiley & Sons Ltd.
*The authors contributed equally to this project as co-first authors.
Child- and Youth psychiatry, Sophia
Children's Hospital – Erasmus MC,
Rotterdam, The Netherlands
Correspondence
Floris Q. Tas, Child- and Youth psychiatry,
Sophia Children's Hospital – Erasmus MC,
Wytemaweg 80 3015 CN Rotterdam, The
Netherlands.
Email: fqtas@icloud.com
Abstract
Introduction: Medical procedures are often accompanied by pain and anxiety in pedi-
atric patients. A relatively new technique to reduce pediatric pain and anxiety is virtual
reality. Virtual reality is both applied as a distraction tool and as an exposure tool to pre-
pare patients for medical procedures. Research into the application of virtual reality in
medical settings is rapidly evolving. This meta- analysis is an update of the meta- analysis
of Eijlers et al. investigating the effectiveness of virtual reality as an intervention tool on
pain and anxiety in pediatric patients undergoing medical procedures.
Methods: We searched the databases Embase, Medline, Web of Science Core
Collection, Cochrane Central Register of Controlled Trials and PsycINFO. For each
of these databases, different search strategies were developed. The search period
from the meta- analysis from Eijlers et al., reaching until April 2018, was extended to
December 2020. Pain and anxiety outcomes during medical procedures were com-
pared for virtual reality and standard care conditions for various medical procedures.
Results: The search yielded 1824 articles, of which 13 met our inclusion criteria.
Combined with 13 articles of Eijlers' review study, this resulted in 26 articles. Virtual
reality was applied as distraction (n = 23) during medical procedures or as exposure
(n = 4) before medical procedures. The effect of virtual reality distraction was mostly
studied in patients during venous access (n = 10). The overall weighted standardized
mean difference for virtual reality distraction was 0.67 (95% CI, −0.89 to −0.45;
p< .001) on patient- reported pain (based on 21 studies) and −0.74 (95% CI, 1.00
to 0.48; p< .001) on patient- reported anxiety (based on 10 studies). The effect of
virtual reality as an exposure tool on patient- reported anxiety was significant too
(standardized mean difference =0.58; 95% CI, −1.15 to −0.01; p< .05).
Discussion: The current updated systematic review and meta- analysis indicates that
virtual reality is a useful tool to reduce pain and anxiety in pediatric patients under-
going a range of medical procedures as it significantly decreases pain and anxiety
outcomes when compared to care as usual.
Section Editor: Joseph Peter Cravero
  
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1 | INTRODUCTION
Medical procedures often come with pain, which can result in a lot
of distress in children. This may then lead to preprocedural anxiety,
1
affecting 30% to 75% of children undergoing medical procedures.
2,3
In children, higher anxiety levels before and during medical pro-
cedures are associated with more peri- and post- procedural pain,
slower and more complicated recovery and lower success of seda-
tion.
4 8
Furthermore, inadequate relief of pain and distress may lead
to less pain tolerance and more pain responses in the long- term.
9
Psychological preparation of children for surgery has shown to be
related to improved postoperative recovery.
4
Hence, addressing
preprocedural anxiety is likely to not only increase patient comfort,
but may also improve recovery from medical procedures and lessen
pain.
Distraction is a commonly used technique to reduce anxiety and
pain during medical procedures.
10– 13
Especially listening to music
and relaxation- guided imagery seem effective ways of reducing
anxiety and pain.
12,13
Another way to deliver distraction is by using
Virtual Reality (VR), an advanced technology that allows us to create
realistic simulations of the world around us that can be explored and
interacted with freely.
14
In medicine, VR has proven to be useful,
1 5 1 8
for example, in reducing pain and anxiety,
19,20
especially when VR
is interactive compared with passive.
21
More interaction comes
with more immersion, which is linked to greater pain tolerance.
22
As children appear more sensitive to anxiety and pain,
4
VR might
be more effective in reducing anxiety and pain than in adults. Thus,
it is important to study the effects of VR interventions in children
independently, as Eijlers et al. did in their review.
23
Next to distraction, VR offers promise as a tool for exposure.
23
Exposure can be used to calm patients by informing them about the
medical procedure in advance.
6
VR as exposure is well- established
within general psychology,
1 5 1 8 , 2 4
and thus, VR may be even more
suited as a tool of exposure compared with distraction.
The aim of this paper was to provide an update of the meta-
analysis of Eijlers et al., building on the studies that have been pub-
lished since April 2018. We will further investigate the effectiveness
of VR as an intervention tool on pain and anxiety in pediatric patients
undergoing medical procedures both as a way of distraction and as
a way of exposure. This update is needed, as the number of stud-
ies using VR interventions has grown exponentially. VR equipment
has become more accessible for day- to- day use in clinical settings.
Mainly because nowadays, a lot of cheap VR glasses that can be used
with mobile phones are broadly available. Based on the earlier study
of Eijlers et al., we expect VR distraction to be a useful technique
to reduce pain and anxiety in children during medical procedures.
Furthermore, due to the growing interest in the field of VR inter-
ventions, we expect an increase in the number of studies targeted
towards VR exposure. This would allow the current study to get an
insight into the effects of VR exposure on anxiety and pain in pedi-
atric medical procedures, which was not possible for Eijlers et al. due
to the limited amount of exposure studies they found.
2 |METHODS
2.1 | Selection criteria
Corresponding with Eijlers' meta- analysis,
23
the following inclusion
and exclusion criteria were used. Studies investigating the effect of
VR on pain and/or anxiety in patients ≤21 years of age undergoing
medical procedures were included. Since various interpretations and
definitions of VR exist, we defined VR as a technology that allows for
the creation of immersive and interactive environments and is pro-
jected in front of the user's eyes via a head- mounted display. Studies
were selected for inclusion if they had at least the following data
available: a mean/median score for pain or anxiety during the pro-
cedure, as well as a measure of dispersion, for both the intervention
and standard care groups.
Exclusion criteria consisted of the application of VR in nonso-
matic patients, no possibility of interaction between the user and
the virtual reality environment, and the absence of distinction be-
tween pediatric and adult patients. In contrast to our earlier meta-
analysis,
23
studies that consisted of noninteractive movies displayed
on VR glasses were excluded. This way, only studies with highest
immersion were included, due to the interactive component that
makes the entire experience more immersive. Additionally, the fol-
lowing study types were excluded: reviews, meta- analyses, single-
case studies, dissertations, conference papers, and abstract only
papers.
2.2  | Search strategy
We used the same search terms as Eijlers et al.,
23
namely VR” and
childrenor “adolescents”. The databases Embase, Medline, Web of
Science Core Collection, Cochrane Central Register of Controlled
Trials and PsycINFO were used. For each of these databases, differ-
ent search strategies were developed. The initial search period from
the previous review
23
that reached until April 2018 was extended to
December 2020.
2.3  | Assessment of study quality
Two authors (F.Q.T. and C.A.M.v.E.) independently examined the
quality of the included studies using the Delphi List (see Table 1).
This criteria list consists of nine items which can be scored as Yes,
KEYWORDS
anesthesia < Audit, child < Age, pain < Complications, research
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“No,” or “Don't know.Only items valued yes” were given a score
of 1 point.
2.4  | Synthesis of results
Mean scores and SDs for pain and anxiety during the procedure in
the VR intervention and standard care conditions were either ex-
tracted from articles or estimated using median scores and inter-
quartile ranges.
25
These data were analyzed with Comprehensive
Meta- analysis software version 2
26
by three authors (F.Q.T.,
C.A.M.v.E., and B.D.). Self- reported pain and anxiety were consid-
ered as primary outcome. Assessment instruments for pain and anxi-
ety were categorized as visual scales or questionnaires. In addition,
anxiety and pain scores from children undergoing the medical proce-
dure, as reported by caregivers and/or professionals, were included
as a secondary outcome if reported by the study. The nature of the
VR intervention was the same for all reporters. Study design was
divided in parallel or crossover design. When data on different as-
pects of pain were available, (e.g., sensory, affective, and cognitive)
the sensory component was used in our analysis.
The outcomes of pain and anxiety were analyzed separately.
Effect sizes were computed as standardized mean difference (SMD)
by calculating the mean difference on pain or anxiety outcomes be-
tween VR and standard care conditions during the procedure and
dividing the result by the pooled SD.
25
A generally accepted rule of
thumb is that a Cohen's d of 0.2 represents a small effect size, 0.5 a
medium effect size, and 0.8 a large effect size.
Meta- analyses for both pain and anxiety were conducted to
compare overall effect sizes of VR distraction to control conditions.
Studies using VR distraction and VR exposure therapy were ana-
lyzed separately.
A random- effects model was used, because of the expected het-
erogeneity of the included studies due to the broad range of med-
ical procedures. Sensitivity analyses were performed by removing
studies with low methodological quality (i.e., a quality score of 0– 2)
from both meta- analyses. Additionally, separate sensitivity analyses
were run for type of medical procedure and type of informant on VR
distraction effectivity. In these analyses, low- quality studies were
excluded as well.
Finally, a meta- regression analysis was performed with mean age
of the patients as predictor and a random- effects model (with meth-
ods of moments) to investigate if young children respond differently
to VR distraction interventions than older children. Heterogeneity
was assessed using the I
2
statistic, with values ≥75% indicating sub-
stantial heterogeneity.
27
Publication bias was assessed with funnel
plot asymmetry and Egger's regression tests.
28
3 |RESULTS
3.1  | Data extraction
In Eijlers' search, 17 articles were selected based on full text.
23
We in-
cluded 13 of these articles, due to the exclusion of studies without in-
teractive VR. The current search resulted in 1824 articles. Two authors
(F.T. and C.E.) screened the titles and abstracts of these articles inde-
pendently, applying the inclusion and exclusion criteria. Discrepancies
(1.8%) were discussed until consensus was reached. The authors se-
lected 74 articles based on title and abstract. The full text of these
74 articles was read by the two authors independently. Discrepancies
(18%) were discussed until consensus was reached. We excluded 61
of the 74 studies. Most of these studies were excluded because they
did not use interactive VR. Another important reason for exclusion
was a research population of only adults. The resulting 13 articles to-
gether with the 13 previous articles were used for final analysis. One
study
29
comprised two RCT's, which are included as separate studies.
This resulted in an inclusion of 27 studies. The outcome of our search
strategy is summarized in the flow diagram shown in Figure 1.
3.2  | Study characteristics
Main characteristics and relevant results of all included studies
can be found in Table 2. The 27 studies were organized based on
the type of medical procedure. VR was used as a way of distrac-
tion in 23, and exposure in 4 of the included studies. Types of
medical procedures using VR distraction included venous access
TABLE 1 Delphi list for quality assessment of randomized
controlled trials
Criteria Evaluation
1 Was a method of randomization
performed?
Yes (1)/No (0)/Don't
know (0)
2 Was the treatment allocation concealed? Yes (1)/No (0)/Don't
know (0)
3 Were the groups similar at baseline
regarding the most important
prognostic indicators?
Yes (1)/No (0)/Don't
know (0)
4 Were eligibility criteria specified? Yes (1)/No (0)/Don't
know (0)
5 Was the outcome assessor blinded?
a
Yes (1)/No (0)/Don't
know (0)
6 Was the care provider blinded?
a
Yes (1)/No (0)/Don't
know (0)
7 Was the patient blinded?
b
Yes (1)/No (0)/Don't
know (0)
8 Were point estimates and measures of
variability presented for the primary
outcome measures?
Yes (1)/No (0)/Don't
know (0)
9 Did the analysis include an intention- to-
treat analysis?
Yes (1)/No (0)/Don't
know (0)
a
Depending on the moment of VR use, the application of criteria 5
and 6 differed. When VR was applied before the medical procedure,
the maximum possible score was 8. When VR was applied during the
medical procedure, the maximum possible score was 6.
b
Criteria item 7 was not applicable in this study context.
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TAS et al.
(n = 10),
2 9 3 7
oncological care (n = 3),
3 8 4 0
burn care (n = 7),
4 1 4 7
endoscopy (n = 1),
48
dental care (n = 1),
49
or before surgery
(n = 1).
50
Types of medical procedures using VR exposure included
radiography (n = 1)
51
or before surgery (n = 3).
52
All studies were
conducted between 1999 and 2020. The number of participants
varied between 5 and 201, with a median of 56. Furthermore, all
studies used validated visual scales or questionnaires to meas-
ure anxiety or pain. To be able to compare the study results with
each other, we calculated effect size scores with corresponding
p- values for all studies by using available mean scores and stand-
ard deviations from the groups in each study. As effect sizes were
calculated the same way, regardless of the questionnaire or scale
used, we could compare these effect sizes directly to each other
in the software package that was used.
Most studies were randomized controlled trials (RCT) (n = 23),
of which 17 used a parallel design and six used a crossover design.
The remaining four studies were quasi- experimental, of which
three were not randomized and one used an interrupted time
series design with removed treatment. All studies compared an
intervention group (VR) to care- as- usual (CAU), although care- as-
usual was often not well defined. Studies used nonVR distraction
like playing games, while other studies did not use any form of
distraction. Parental presence was not clear in all studies, as well
as if and which pharmacological analgesia was being used. Four
RCT's added a nonVR intervention group, such as distraction by a
computer game or television.
The ages of participants in the 26 studies varied between 4 and
21 years. One study did not indicate an age range and only provided
a mean age (M = 6.54). Studies were heterogeneous regarding VR
software and hardware.
3.3  | Study quality assessment
Criteria 5 and 6 of the Delphi List, blinding of the outcome asses-
sor and caregiver, were only applicable to four studies.
51– 5 4
These
studies used VR as an exposure intervention before the medical pro-
cedure. The other studies used VR as distraction during the proce-
dure, and therefore, the outcome assessor and caregiver could not
be blinded. This resulted in a maximum possible score of 6 instead
of 8 for these studies.
As shown in Table 2, the quality scores (see Table 2) varied between
1 and 8 points, with an average score of 4.5 (SD = 1.7). Discrepancies
in study quality scores (16%) were discussed until consensus was
reached. Most studies had a high quality (n = 14) (i.e., a maximum
score, or 1 point below the maximum score). Eight studies had moder-
ate quality, and four studies poor quality (i.e., a score of 0– 2).
Elaborate explanation of the quality assessment of the studies
used by Eijlers et al.
23
are described in their article.
Of the new included studies, three studies performed
intention- to- treat analysis (23%). In five studies, there were no
dropouts, and therefore, no intention- to- treat analysis was per-
formed (38%). These five studies were scored as 1 on the question
if intention- to- treat analysis was performed. A method of ran-
domization was performed in 92% (n = 12) studies, 69% (n = 9) of
the studies guaranteed a concealed treatment allocation. In 85%
FIGURE 1 Flow diagram showing
different stages of study selection
Records idenfied through database
searching aer removal of duplicates
(n = 1824)
Screenin
g
Included
Eligibility
noitacifitnedI
Records screened
(n = 1824)
Records excluded
(n =1750)
Full-text arcles assessed
for eligibility
(
n =74
)
Full-text arcles excluded
(n =61)
Only adults (n = 15)
No full text arcle (n = 11)
Not interacve VR (n = 19)
Without outcome of interest (n = 3)
Not RCT (n = 5)
No HMD (n = 2)
Not English (n= 1)
No medical procedure (n = 1)
Included in prior research (n = 2)
Non-comparable outcomes (n=2)
Studies included
(
n =13
)
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TABLE 2 Study characteristics and results of included studies that investigate the effect of virtual reality on pain and anxiety in pediatric patients undergoing medical procedures (n = 27)
Medical
procedure Author (Year)
Participants
Moment of VR VR equipment Treatment conditions Study design Key findings
Quality
score
a
n Age
Venous access Chan et al.
(2019)
29
123 4– 11 y During intravenous
cannulation
Google Daydream Emergency department:
VR distraction
CAU
RCT crossover VR is effective in decreasing pain
and anxiety during intravenous
cannulation
6
129 4– 11 y During venipuncture Outpatient laboratory:
VR distraction
CAU
VR is effective in decreasing pain and
anxiety during venipuncture
Dumoulin et al.
(2019)
32
35 8– 17 y During intravenous
placement
eMagin z800 HMD VR distraction
NonVR distraction
(television)
CAU
RCT parallel VR is effective in decreasing fear of pain
compared to TV and CAU, but this
effect was not found for decreasing
pain
6
Atzori, Hoffman
et al. (2018)
33
15 7 17 y During venipuncture HMZ T- 2 VR distraction
CAU
Within subjects
(not
randomized)
During VR, patients reported significant
reductions in worst pain compared
to CAU
4
Aydin et al.
(2019)
34
120 9– 12 y During venipuncture Sanal Gözk VR VR distraction CAU RCT parallel Pain levels reported by children were
significantly lower in the VR group
compared to control group
5
Piskorz et al.
(2020)
35
57 7 17 y During blood draw Samsung Gear VR VR distraction (active
VR) VR distraction
(passive VR) CAU
RCT parallel Both active and passive VR groups
reported less pain and stress than
the control group. When comparing
active and passive VR, no significant
differences were found, although
there was a difference in perceived
pain and stress
2
Walther- Larsen
et al. (2019)
36
64 7 16 y During venous cannulation
before planned
intravenous anesthesia
induction
Samsung Gear VR with
Samsung Galaxy S6
VR distraction CAU RCT parallel There were no significant differences in
pain scores between VR distraction
and standard care
5
Gold et al.
(2006)
37
20 8– 12 y During IV placement for
magnetic resonance
imaging or computed
tomography scan
5DT HMD 800 with
InterSens InertiaCube2
tracker
VR distraction CAU RCT parallel Less self- reported pain (FPS- r) in VR than
CAU during procedure
No differences in self- reported pain
measured with faces during procedure
No differences in self- reported, parent- ,
or nurse- observed pain (VAS) during
procedure
5
Piskorz and Czub
(2018)
55
38 7– 17 y During blood draw Oculus Rift DK2 VR distraction CAU Between
subjects
design (not
randomized)
Less self- reported pain (VAS) and anxiety
(VAS) than CAU during procedure
1
Gold and Mahrer
(2018)
30
143 10– 21 y During blood draw Samsung Galaxy S6 +
1. Google Pixel Merge VR
( 1 0 1 2 )
2. Samsung Gear VR (13– 21)
VR distraction CAU
(television)
RCT parallel Less self- reported and parent- observed
pain (VAS) and anxiety (VAS) in VR
than CAU during procedure
3
(Continued)
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Medical
procedure Author (Year)
Participants
Moment of VR VR equipment Treatment conditions Study design Key findings
Quality
score
a
n Age
Preoperative Eijlers et al.
(2019)
53
201 4– 12 y Before the induction of
anesthesia
HTC Vive VR exposure CAU RCT parallel VR did not influence self- reported
anxiety (VAS) and pain (FPS- r)
pre- and postprocedural. Observed
preprocedural anxiety (m- YPAS) and
observed postprocedural pain (FLACC
& PPPM) did not differ between VR
and CAU as well
8
Jung et al.
(2020)
50
71 5 – 12 y During induction of
anesthesia before
surgery
Samsung Gear VR VR distraction CAU RCT parallel VR led to significant reduction in observed
anxiety levels (m- YPAS) compared to
standard care
6
Ryu et al. (2018)
54
69 4 – 10 y Before the induction of
anesthesia
Oculus Rift VR exposure CAU
(conventional
education)
RCT parallel Researcher- observed preoperative
anxiety (m- YPAS) was significantly
lower in the VR group compared to
the standard care group
6
Ryu et al. (2017)
52
69 4 – 10 y Before entering the
operating theater
Samsung Galaxy
S6 + Samsung Gear VR
VR exposure CAU (face-
to- face information)
RCT parallel Less researcher- observed preoperative
anxiety (m- YPAS) in VR than in CAU
5
Oncological
care
Schneider and
Workman
(1999)
38
11 10– 17 y During chemotherapy Virtual IO VR distraction CAU Interrupted
time
series with
removed
treatment
No differences in self- reported state
anxiety (state– trait anxiety inventory
for children- 1) during procedure
2
Gershon et al.
(2004)
39
59 7 19 y During port access for
chemotherapy
Unknown VR distraction NonVR
distraction CAU
(personal computer
game)
RCT parallel Less nurse- observed pain (VAS) in VR
and nonVR distraction than CAU
during procedure No differences in
researcher- observed pain (CHEOPS),
self- reported or parent- observed pain
or anxiety (VAS) during procedure
4
Wolitzky et al.
(2005)
40
20 7 14 y During port access for
chemotherapy
Unknown VR distraction CAU RCT parallel Less researcher- observed pain (CHEOPS)
in VR than CAU during procedure No
differences in self- reported, parent-
observed, or nurse- observed pain or
anxiety (VAS) during procedure
4
Burn care Das et al. (2005)
41
11
b
5– 16 y During burn dressing
change
IO i- glasses VR distraction CAU RCT crossover Less self- reported pain (faces scale) during
procedure in VR than CAU
3
Chan et al.
(2007)
42
8 M = 6.54 During burn dressing
change
i- glasses VR distraction CAU RCT crossover No differences in self- reported pain (FPS-
r) during and after procedure
1
Schmitt et al.
(2011)
43
54 6– 19 y During postburn physical
therapy
nVisor SX
V R - 1 2 8 0
ProView XL50 ProView SR80
VR distraction CAU RCT crossover Less self- reported cognitive, affective, and
sensory pain (GRS) in VR than CAU
during procedure
3
Kipping et al.
(2012)
44
41 11 17 y During burn dressing
change
eMagin, Z800 3DVisor VR distraction CAU
(television, stories, or
music)
RCT parallel Less observed pain (FLACC) during
procedure in VR than CAU. No
differences in self- reported or parent-
observed pain (VAS) during procedure.
6
TABLE 2 (Continued)
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Medical
procedure Author (Year)
Participants
Moment of VR VR equipment Treatment conditions Study design Key findings
Quality
score
a
n Age
Jeffs et al.
(2014)
45
28 10– 17 y During burn treatment Kaiser Optical SR80a on
tripod
VR distraction NonVR
distraction
(television)
CAU
RCT parallel Less self- reported pain (APPT- WRGS)
during procedure in VR than in nonVR
distraction but not less than CAU
5
Hua et al.
(2015)
46
56 4– 16 y During burn dressing
change
eMagin Z800 3DVisor VR distraction CAU
(toys, television,
books)
RCT parallel Less self- reported pain (faces), during, less
parent- observed pain (VAS) before,
during and after, and less researcher-
observed pain (FLACC) during and
after procedure in VR than CAU
5
Hoffman et al.
(2019)
47
96 6 17 y During burn treatment MX90 VR Goggle VR distraction CAU RCT crossover VR distraction leads to less self- reported
pain (GRS) in children during burn
wound care
6
Endoscopy Liu et al. (2020)
48
53 7 17 y During nasal endoscopy Oculus Go VR distraction CAU RCT parallel Self- reported pain (FACES) and self-
reported anxiety (SUDS) levels, as well
as observed (caregiver) anxiety levels
in the VR group, were significantly
lower
5
Dental care Atzori, Lauro
et al. (2018)
49
5 7 17 y During dental filling or
tooth extraction
Oculus Rift VR distraction CAU Within subjects
crossover
design (not
randomized)
Self- reported (worst) pain (GRS)
were significantly lower in the VR
intervention group
5
Radiography Han et al. (2019)
51
99 4– 8 y Before chest radiography Oculus Go VR exposure CAU RCT parallel Observed anxiety levels (OSBD)
were significantly lower in the VR
intervention group
7
Note: Manufacturer information for the equipment noted in the table: i- glasses 920HR (Ilixco, Inc, Menlo Park, CA); i- glasses (i- O Display Systems, LLC, Sacramento, CA); nVisor SX (NVIS, Inc, Reston, VA);
VR- 1280 (Virtual Research Systems, Inc, Aptos, CA); ProView XL50 (Kaiser Electro- Optics, Inc, Carlsbad, CA); ProView SR80 (Kaiser Electro- Optics, Inc, Carlsbad, CA); eMagin Z800 3DVisor (eMagin
Corporation, Hopewell Junction, NY); Kaiser Optical SR80a (on tripod; Kaiser Optical Systems, Inc, Ann Arbor, MI); 5DT HMD 800 (5DT, Inc, Irvine, CA); Oculus Rift DK2 (Facebook Technologies, LLC,
Menlo Park, CA); Samsung Galaxy S5 (Samsung Electronics Co, Ltd, Suwon, South Korea); Samsung Gear VR (Facebook Technologies, LLC, Menlo Park, CA); Google Pixel (HTC Corporation, New Taipei
City, Taiwan); Merge VR (Merge Labs, Inc, San Antonio, TX); Samsung Galaxy S6 (Samsung Electronics Co, Ltd, Suwon, South Korea).
Abbreviations: APPT- WRGS, adolescent pediatric pain tool - word graphic rating scale; CAU, care as usual; CHEOPS, Children's Hospital of Eastern Ontario pain scale; FLACC, face, legs, activity, cry,
consolability; FPS- r, faces pain scale- revised; GRS, graphic rating scale; IV, intravenous; M, mean; m- YPAS, modified Yale preoperative anxiety scale; OSBD, observational scale of behavioral distress; RCT,
randomized controlled trial; VAS, visual analog scale; VR, virtual reality.
a
Maximum possible score for four studies is 8.
51– 5 4
Maximum possible score for all other studies is 6.
b
Seven subjects were unique and could participate more than once.
TABLE 2 (Continued)
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(n = 11) of the studies, groups were similar at baseline regarding
the most important prognostic indicators. For the remaining two
studies, the article did not provide enough information about
baseline characteristics to determine whether the groups were
similar at baseline. For only one study (8%), inclusion and exclusion
criteria were not described precisely enough.
3.4  | Virtual reality distraction and
pain management
Figure 2 shows the effect sizes of VR distraction for patient-
reported pain (21 studies). Negative effect sizes represent
less pain in the VR distraction group. Across all studies, using a
random- effects model, the weighted effect size of VR distrac-
tion on pediatric self- reported pain during a medical procedure
was statistically significant (SMD = 0.67; 95% CI, 0.89 to
−0.446; p< .001). A SMD of 0.67 represents a medium effect size.
Heterogeneity of study effects was considerable (I
2
= 67.9%). A
sensitivity analysis was performed by excluding studies with low
methodological quality. This resulted in exclusion of three stud-
ies.
35,42,55
This analysis also indicated a statistically significant ef-
fect with a medium effect size (SMD = 0.60; 95% CI, −0.82 to
0.37; p< .001). Heterogeneity did not substantially differ com-
pared with the main analysis (I
2
= 68.4%). In addition, the current
dataset and the adapted (i.e., studies that were removed in the
current study, but included in the original study) dataset from
Eijlers et al.
23
was analyzed separately. This analysis indicated a
significant effect for both the current dataset (SMD = 0.78; 95%
CI, 1.12 to 0.44; p< .001), as well as the adapted dataset from
the earlier review (SMD = −0.55; 95% CI, 0.84 to −0.28; p< .001),
suggesting a greater effect size in the current dataset.
Sensitivity analyses were carried out on pain for each type of
medical procedure when data from more than 1 study were available.
Statistically significant effects were found for burn care (SMD = 0.85;
95% CI, 1.15 to −0.56; p< .001; I
2
= 39.2%) and venous access
(SMD = −0.521; 95% CI, −0.84 to −0.20; p< .01; I
2
= 75.7%).
A random- effects model (with methods of moments) was used
for the meta- regression analysis with age as a predictor. The results
did not suggest that VR distraction interventions for pain reduction
were more efficacious for younger than for older children (p = .25).
Finally, analyses were carried out for caregivers and profes-
sionals as observers of pediatric pain. Statistically significant re-
sults were found based on both types of informants (caregivers:
SMD = 0.47; 95% CI 0.72 to 0.22; p< .001; I
2
= 0.00%, profes-
sionals: SMD = −0.93; 95% CI, −1.31 to −4.78; p<.001).
3.5  | Virtual reality distraction and
anxiety management
Figure 3 shows the effect sizes of VR distraction for patient- reported
anxiety (10 studies). Negative effect sizes represent less anxiety in
the VR distraction group. Using the random- effects model, a statis-
tically significant effect with a medium effect size was found for VR
distraction on patient- reported anxiety (SMD = −0.74; 95% CI, 1.00
to 0.48; p< .001). Heterogeneity of the study effects was moderate
(I
2
= 59.3%). A sensitivity analysis was performed by excluding studies
FIGURE 2 Random- effects meta- analysis for the effect of VR on patient- reported pain during a medical procedure compared with CAU
14609592, 2022, 12, Downloaded from https://onlinelibrary.wiley.com/doi/10.1111/pan.14546 by CochraneChina, Wiley Online Library on [13/07/2026]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
1300 
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TAS et al.
with low methodological quality. This resulted in exclusion of two
studies.
38,55
This analysis also indicated a statistically significant effect
of VR distraction on self- reported anxiety, with a medium effect size
(SMD = 0.72; 95% CI, 1.00 to 0.43; p<.001). Heterogeneity did
not substantially differ compared with the main analysis (I
2
= 62.7%).
Sensitivity analyses were carried out on patient- reported anxiety
for each type of medical procedure, when data from >1 study were
available. Statistically significant effects were found for venous ac-
cess (SMD = −0.63; 95% CI, 0.98 to −0.28; p< .001; I
2
= 68.2%)
and oncological procedures (SMD = −0.53; 95% CI, −0.96 to0.101;
p< .05, I
2
= 0.0%).
A random- effects model (with methods of moments) was used for
the meta- regression analysis with age as a predictor. The results did
not suggest that VR interventions for patient- reported anxiety reduc-
tion were more efficacious for younger than for older children (p = .18).
Analyses were also carried out for caregivers as observers
of pediatric anxiety. Statistically significant results were found
(SMD = −0.59; 95% CI −1.02 to −0.15; p< .01; I
2
= 0.00%).
Finally, the current dataset and the adapted dataset from Eijlers
et al.
23
were analyzed separately. This analysis indicated a significant
effect for both the current dataset (SMD = 0.90; 95% CI 1.26 to
−0.54; p< .001) as well as the adapted dataset from the earlier re-
view (SMD = 0.45; 95% CI 0.69 to 0.20; p< .001), suggesting a
greater effect size in the current dataset.
3.6  | VR exposure
Figure 4 shows the effect sizes of VR exposure for patient-
reported anxiety. Using the random- effects model, a statistically
significant effect size was found for VR exposure on anxiety
(SMD = −0.58; 95% CI, 1.15 to 0.01; p< .05). A SMD of 0.58
represents a medium effect size. Heterogeneity of the study ef-
fects was high (I
2
= 87.1%).
Only one VR exposure study investigated the outcome “pain.”
Therefore, we could not perform meta- regression analysis on this
outcome.
3.7 | Publication bias and heterogeneity
Egger regression asymmetry tests did not indicate the presence of a
statistically significant publication bias for pain (p = .300) or anxiety
(p = .555) in the VR distraction studies. We did not perform Egger
regression asymmetry analysis on the exposure studies, because of
the small number of studies.
4 |DISCUSSION
As the scientific field of VR research to diminish pain and anxiety
during pediatric medical procedures is rapidly evolving, the current
paper provides an update of the first systematic review and meta-
analysis from Eijlers et al.
23
The current meta- analysis showed that
VR is a useful distraction tool for significantly reducing self- reported
pain and anxiety, as well as a useful exposure tool during various
medical procedures.
Meta- regression analyses showed that VR interventions were
not more efficacious for younger than for older children, contradic-
tory to the findings by Eijlers et al.
23
However, as Eijlers et al. already
FIGURE 3 Random- effects meta- analysis for the effect of VR on patient- reported anxiety during a medical procedure compared with CAU
14609592, 2022, 12, Downloaded from https://onlinelibrary.wiley.com/doi/10.1111/pan.14546 by CochraneChina, Wiley Online Library on [13/07/2026]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
  
|
1301
TAS et al.
noted, these results might not represent true relations due to eco-
logical fallacy.
56
Regarding VR as a distraction technique, VR was found to sig-
nificantly reduce pain and anxiety more compared with CAU. It
should however be noted, that comparing VR to other distraction
techniques is difficult due to CAU not always being (clearly) defined.
Compared to Eijlers' weighted effect sizes for anxiety (SMD = 1.32)
and pain (SMD = 1.30), our weighted effect sizes are lower for both
anxiety (SMD = 0.74) and pain (SMD = 0.67). This could be the re-
sult of the additional studies the current meta- analysis included, but
this could also be due to two studies that the current meta- analysis
excluded that were both included in the original meta- analysis. Our
effect sizes are closer to the weighted effect size of 0.61 from an-
other meta- analysis that looked at other distraction techniques like
games and music
57
and −0.64 found by a more recent meta- analysis
into the effect of distraction on self- reported pain.
58
Anxiety levels reported by professionals show a larger effect
size than patient- reported anxiety and anxiety reported by parents
resulted in a smaller effect size than patient- reported anxiety. A
possible explanation for this finding could be the difficulty of esti-
mating children's emotions while they are wearing VR glasses. The
lack of visibility of facial expression could make it harder to correctly
score patients pain or anxiety, and therefore, not correspond with
patients' self- reported pain or anxiety. In future research, this prob-
lem could be addressed by using different measurements to score
patients pain or anxiety. Possible parameters could be heart rate,
temperature or EDA (electrodermal activity). Next to that, profes-
sionals reporting the patients' anxiety see both children with and
without VR intervention by which they could subconsciously be
influenced in their observations. Interestingly, the current dataset
without the data from Eijlers et al.
23
showed a greater effect size
compared with the data from Eijlers et al.
23
This could be the result
of huge advancements within VR which has made VR more acces-
sible to all kinds of users. Simulations are more lifelike, and VR can
be used with simple, cheap glasses nowadays. Furthermore, quality
scores of studies that were published after the review from Eijlers
et al.
23
are higher (see Table 2), suggesting that the quality of studies
has been improved much in the recent years.
Regarding VR as an exposure technique, analysis of four stud-
ies showed VR to significantly reduce anxiety more compared with
CAU, although it should be noted that the number of studies investi-
gating exposure is rather small. The effect of VR exposure on pain in
children during procedures could not be analyzed, as there were too
few studies to include in analysis. Hence, more studies investigating
exposure are needed.
As pointed out by Eijlers et al., immersion is an important area of
focus.
23
Regarding immersion, heterogeneity of studies in the cur-
rent review was lower than in Eijlers et al., since we were stricter in
excluding studies without active VR. By doing this, we ensured that
only studies were included where immersion was highest, due to the
interactive component that makes the entire experience more im-
mersive. As shown by Gutierrez- Maldonado et al., interactive VR is
more effective in reducing pain than passive VR.
21
Nevertheless, im-
mersion is a complex construct and the amount of immersion might
vary greatly between studies, as some studies allowed full interac-
tion, while other studies only allowed partial interaction like moving
the head. Of course, not all medical procedures allow for an inter-
active component, as you cannot always move your body. Hence,
future research could focus more on the exact role of immersion and
how immersion can be improved— perhaps even when movement is
not possible.
4.1  | Implications
VR distraction has a statistically significant effect on pediatric pain
and anxiety during medical procedures. As it is easy- to- use in clini-
cal practice, provides endless opportunities and can be personal-
ized in almost every way to comfort the patient as much as possible,
VR can be used as a way of distraction. In addition, VR exposure
has a significant effect on pediatric anxiety during medical proce-
dures, and thus, it seems that exposure also is a useful technique to
FIGURE 4 Random- effects meta- analysis for the effect of VR exposure on patient- reported anxiety during a medical procedure
compared with CAU
14609592, 2022, 12, Downloaded from https://onlinelibrary.wiley.com/doi/10.1111/pan.14546 by CochraneChina, Wiley Online Library on [13/07/2026]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License
1302 
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TAS et al.
reduce anxiety. This is an important finding, because preprocedural
anxiety occurs frequently
2
and is linked to postprocedural pain.
4,6
Furthermore, patients are often unable to move during medical pro-
cedures, and cannot use electronic devices during MRI scanning,
which highlights the importance of a VR intervention that can be ap-
plied before the procedure (i.e., exposure procedures) and perhaps
even be used at home.
4.2  | Limitations
The current review has several limitations that should be considered
when interpreting the results. First, the number of studies using VR
as a way of exposure are still low, and thus, more research into ex-
posure is needed before accurate conclusions can be drawn from
the results. Second, quality assessment scores of the included stud-
ies varied. While randomization and concealed treatment allocation
were applied in most studies, intention- to- treat analyses were miss-
ing in most studies. Additionally, barely any of the studies included
possible moderating factors of VR effectivity. Third, heterogeneity
was mostly between 60% and 70%, which can be seen as substan-
tial heterogeneity. Excluding low quality studies did not appear to
be responsible for these values. The difference between medical
procedures seems to be more important. Heterogeneity values for
medical procedures that are more specific for one type of care, as
is the case with oncological care and burn care, were low. On the
contrary, more general procedures that can differ a lot in circum-
stances, such as venous access, showed substantial heterogeneity.
Due to this difference in effect sizes, generalizing the effects of VR
should be done carefully, because what appears to work in one pro-
cedure, might have different results in another procedure. Of special
interest is the high heterogeneity that was found for VR exposure
studies on anxiety (I
2
= 87.1%). Three of the four included exposure
studies used VR as a preoperative exposure technique. High hetero-
geneity is understandable as “preoperative” does not imply which
type of surgery a patient has to undergo. For example, VR exposure
could have less impact in case of major surgeries (or the other way
around). Differences in the “care as usual” preoperative preparation
could also influence the effect of VR interventions. In case of a very
thorough standard preparation, the effect of VR could be limited.
Fourth, VR software and hardware differed between the studies and
this might influence the amount of immersion and effectivity as well.
Some studies used advanced, expensive headsets like Oculus Rift,
while others used simple, inexpensive headsets. On the contrary, as
Eijlers et al.
23
pointed out, it is possible that VR hardware only plays
a small role.
59
5 |CONCLUSIONS
The current systematic review and meta- analysis indicates that VR
may be a useful tool to reduce pain and anxiety in pediatric patients
undergoing a range of medical procedures, especially when used in a
way of distraction. This was also found when caregivers and/or pro-
fessionals reported pain and anxiety levels of the child. Regarding
exposure, results from a small number of studies suggest that VR
may also be useful as a way of exposure. Thus far, VR seems to be
an innovative, easy- to- use, and accessible tool to reduce anxiety and
pain in children before and during medical procedures, but further
research into using VR as an exposure tool is still needed.
AUTHOR CONTRIBUTIONS
Floris Q. Tas helped perform the literature searches, study selection,
and statistical analyses, as well as extracting the data and writing
the final article. Cynthia A.M. van Eijk helped perform the literature
searches, study selection, and statistical analyses, as well as extract-
ing the data and writing the final article. Lonneke M. Staals helped
provide important intellectual content and approve the final version
of the manuscript. Jeroen S. Legerstee helped interpret the results
of statistical analyses, provide important intellectual content, and
approve the final version of the manuscript. Bram Diercxk helped
extract the data, perform statistical analyses, provide important in-
tellectual content, and approve the final version of the manuscript.
ACKNOWLEDGMENTS
We wish to thank biomedical information specialist Wichor M.
Bramer, MSc, of the Medical Library, Erasmus Medical Center,
University Medical Center Rotterdam, Rotterdam, the Netherlands,
for developing and updating the search strategies.
CONFLICT OF INTEREST
The authors have declared no conflicts of interest for this article.
DATA AVAIL ABILIT Y STATEMENT
There is no data availability statement.
ORCID
Floris Q. Tas https://orcid.org/0000-0003-1850-9051
Lonneke M. Staals https://orcid.org/0000-0001-7867-971X
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How to cite this article: Tas FQ, van Eijk CAM, Staals LM,
Legerstee JS, Dierckx B. Virtual reality in pediatrics, effects on
pain and anxiety: A systematic review and meta-analysis
update. Pediatr Anesth. 2022;32:1292-1304. doi: 10.1111/
pan.14546
14609592, 2022, 12, Downloaded from https://onlinelibrary.wiley.com/doi/10.1111/pan.14546 by CochraneChina, Wiley Online Library on [13/07/2026]. See the Terms and Conditions (https://onlinelibrary.wiley.com/terms-and-conditions) on Wiley Online Library for rules of use; OA articles are governed by the applicable Creative Commons License