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Journal of Pediatric Nursing (2013) 28, 158–166

Active and Passive Distraction in Children Undergoing


Wound Dressings1
Stefan Nilsson RN, PhD a,b,⁎, Karin Enskär RN, PhD c ,
Carina Hallqvist BSc, PhLic, PhD d , Eva Kokinsky MD, PhD b
a
School of Health Sciences, Borås University, Borås, Sweden
b
Department of Paediatric Anaesthesia and Intensive Care Unit, the Queen Silvia Children's Hospital,
Sahlgrenska University Hospital, Gothenburg, Sweden
c
Department of Nursing Science, School of Health Sciences, Jönköping University, Jönköping, Sweden
d
Department of Information Technology and Media, Mid Sweden University, Sundsvall, Sweden

Key words: The aim of this study was to test how distraction influences pain, distress and anxiety in children during
Coping behaviour;
wound care. Sixty participants aged 5–12 years were randomized to three groups: serious gaming, the
Injuries and wounds;
use of lollipops and a control group. Self-reported pain, distress, anxiety and observed pain behaviour
Pain
were recorded in conjunction with wound care. Serious gaming, an active distraction, reduced the
observed pain behaviour and self-reported distress compared with the other groups. A sense of control
and engagement in the distraction, together, may be the explanation for the different pain behaviours
when children use serious gaming.
© 2013 Elsevier Inc. All rights reserved.

Background (Rocha, Marche, & von Baeyer, 2009). Satisfactory pain relief
is necessary but not always feasible. It is not possible to
THERE IS GREAT value in offering atraumatic care when provide anaesthesia for every minor procedure. Distraction
children undergo wound dressings, and an overview of this may alleviate pain, distress and anxiety during procedures
topic will be discussed in this section. A common reason for and has proven beneficial according to a review by Cochrane
hospital visits by children is wounds from trauma, which in library, which contains high-quality and independent
themselves can cause pain. Procedural pain in conjunction evidence that facilitate decision-making in clinical practice
with wound care is a multidimensional experience that (Uman, Chambers, McGrath, & Kisely, 2006). There is a
induces anxiety and distress in children (Byers, Bridges, Kijek, need for effective combinations of pharmacological and non-
& LaBorde, 2001). As opposed to the trauma, procedural pain pharmacological interventions in conjunction with painful
is a painful experience that health professionals cause a child in procedures such as wound dressings (Summer, Puntillo,
conjunction with examinations and treatments. During wound Miaskowski, Green, & Levine, 2007).
dressings, pain is related to the actions of the nurse, and Serious gaming is one method of distraction (Uman et al.,
children may put their blame for the pain experience on him or 2006). The method is designed for other primary purposes
her. The minimization of pain, distress and anxiety in these than pure entertainment (Adams, 2010), such as training,
situations may influence future fear of health care and reduce advertising, simulation and education, and it runs on personal
harmful and long-standing negative effects of procedural pain computers or video game consoles (Susi, Johannesson, &
Backlund, 2007). Serious games may also be defined as
1
Potential conflicts of interest: None of the authors have any conflicts. cognitive and behavioural distractions. Cognitive and
⁎ Corresponding author: Stefan Nilsson, RN, PhD. behavioural distractions are both techniques that deviate
E-mail address: stefan_r.nilsson@hb.se (S. Nilsson). attention away from procedure-related pain to more enjoyable

0882-5963/$ – see front matter © 2013 Elsevier Inc. All rights reserved.
http://dx.doi.org/10.1016/j.pedn.2012.06.003
Distraction in Children Undergoing Wound Dressings 159

activities (Uman et al., 2006). Cognitive interventions include undergoing painful procedures. Sweets, such as glucose, are
those that target mainly central mechanisms, such as thoughts well known to alleviate pain in young children (Morelius,
and feelings. Behavioural tools are defined mainly as Theodorsson, & Nelson, 2009; Stevens, Yamada, & Ohlsson,
interventions based on principles of behavioural science for 2004). There have also been published two different reports on
the purpose of changing the children's behaviour in a fearful sweets for this purpose in older children (Lewkowski et al.,
situation (Uman et al., 2006). 2003; Miller, Barr, & Young, 1994). In a report on two
Distraction techniques differ in several dimensions, for different studies, 214 children (aged 7–12) undergoing needle-
example, the amount of interaction that is required by the related procedures were randomized to four different study
child. The theoretical description of distraction suggests that groups. In both studies, these four study groups were control,
its efficacy depends on its ability to exploit cognitive sweet taste, rhythmic oral movements and sweet taste plus
capacity. It has been suggested that distraction is more rhythmic oral movements. Rhythmic oral movements were
effective if it requires action and engagement from the child produced by chewing gum that was sweetened or unswee-
(MacLaren & Cohen, 2005). Based on this definition, tened. Pain intensity was rated with the Coloured Analogue
distraction can be divided into two parts: active and passive. Scale (CAS) and unpleasantness was scored with the Faces
A study of 40 children aged 5–13 years who underwent a Pain Scale (FPS). The results of these studies did not support an
cold pressor trial (CPT) showed that active distraction (i.e., analgesic effect of sweets (Lewkowski et al., 2003). In contrast,
playing a video game), was more effective than passive another report published that the analgesic effect of sweets has
distraction (i.e., watching pre-recorded footage generated by been found to be more evident in school age children. Forty-
someone else playing the same video game). When children two children aged 8–11 underwent a CPT at 10 °C. The
underwent active distraction, they showed significantly children held either 24% sucrose or water in their mouths, and
higher pain thresholds than during passive distraction. the threshold time was prolonged in children with the use of
They also demonstrated the greatest pain tolerance during sucrose (Miller et al., 1994). It is possible that an experimental
active distraction (Dahlquist et al., 2007). The opposite effect study design using a CPT differs from the context of clinical
was found in a study of 88 children aged 1–7 years who practice, which was used in the two studies conducted by
underwent venipunctures. That study indicated that a film Lewkowski et al. (2003). The difference between a CPT and a
was more distracting than an interactive toy. The children clinical practice indicates that it is important to conduct more
who watched a film were also less distressed. An explanation clinical trials in this area (Lewkowski et al., 2003).
for this finding may be that the toy was not as engaging as the There is a lack of studies comparing serious gaming with
film in this instance. This argument suggests that not only other distraction methods (Dahlquist et al., 2009), and more
does a distraction need to be interactive, but an effective research is needed to evaluate the effects of active and
distraction also needs to be fun for children (MacLaren & passive distraction techniques in conjunction with procedural
Cohen, 2005). A similar result was found in another study in pain. Our study tested the hypothesis that 5 to 12 year old
which the 13 children who were satisfied with the game they children who are involved in active gaming will experience a
played reported significantly less pain intensity than the eight significant decrease in pain, distress and anxiety compared
children who were dissatified with the game (Nilsson, with children who receive standard care or lollipops when
Finnstrom, Kokinsky, & Enskar, 2009). undergoing wound care. The specific aim of this study was to
In serious gaming, children need to solve problems, which test if serious gaming and lollipops influence pain, distress
means that they are stimulated to be active and engage their and anxiety in conjunction with a wound care session. The
minds. Serious gaming is one mode of active distraction primary outcome variables observed were pain behaviour
(Dahlquist et al., 2007). A systematic review revealed that and self-reported pain intensity, and the secondary outcomes
serious gaming is an effective intervention in pain manage- were distress and anxiety.
ment. This review included 11 studies that evaluated serious
gaming in all age groups (3.5–84 years). Four studies
evaluated serious gaming during experimental pain, while Methods
six studies evaluated this intervention during procedural pain,
for the treatment of such as burn injuries and venipunctures. Study Design
An effect size (d), defined as the difference between the two
means expressed in standard deviation units (Streiner & This study was a non-blinded randomized clinical trial that
Norman, 2008), was calculated in 7 of the 11 studies included. was conducted at a large urban centre. It is difficult to make a
The mean effect sizes for serious gaming differed between study design blinded with a non-pharmacological method
these studies and ranged from 0.12 to 1.98. This review also because it is often impossible to create a trustworthy placebo.
weighted the effect sizes by the size of the samples from which
they were obtained, and the researchers found that the mean Participants
weighted effect size was 0.94 (Malloy & Milling, 2010).
The lollipop is a distraction technique that is used to create Children aged 5 to 12 were recruited from the paediatric day
well-being and reduce pain, distress and anxiety in children care unit at the Queen Silvia Children's Hospital, Gothenburg,
160 S. Nilsson et al.

Sweden. The researchers asked the children to participate in standardized as the nurse, who had more than 30 years of
this study when they visited a specialized wound care nurse for experience, and had developed a standardized procedure for
the first time. This occurred approximately 2 to 7 days after her treatment. The children were given local anaesthesia with
their visit on the emergency room, where dressings and/or equal amounts of lidocaine, 40 mg/ml, instilled in their
sutures had been applied. All the wounds were acute due to a wounds. Standardized information about analgesics was
minor trauma (Table 1). The children who were included had given to all the children and parents. The parents received
wounds that differed in size and location but that were too written information about analgesics when they visited the
extensive to be handled in a primary care setting. emergency department and when their child was due to see
Children with long-standing wounds, care-related pres- the specialized wound care nurse. The handout provided
sure wounds and wounds in body areas with decreased parents with information about the administration of
sensitivity were excluded from this study, as well as children acetaminophen and non-steroidal anti-inflammatory drugs
with cognitive impairments and children and parents who did (NSAID) according to predetermined doses about an hour
not have a good command of Swedish. before the wound dressing. All the parents were asked by the
The Regional Medical Ethics Review Board of Gothen- researcher before the wound dressing started whether they
burg approved the study. Participants were given identical had given the recommended doses of analgesics to their
oral information about the study. Verbal consent was child. No child was given sedative drugs or other analgesics
obtained from all the participants and written consent was during the wound dressings.
collected from all the parents.

Wound Dressing Interventions

The wound dressing procedures were standardized and In an earlier study, children reported that it was important
the pain experiences were expected to be similar for all the to use a game that was fun and easy to use. The children did
included children. The same specialized wound care nurse not think that 3D effects or a calming environment in the
treated all the wounds, and the procedure was carried out in game was necessary to relieve pain or distress (Nilsson et al.,
one dressing room with the same equipment. The specialized 2009). The choice of game and equipment was based on
wound care nurse was told to standardize her interaction as these results. The equipment was easy to use, well known,
much as possible with all the children who participated in the and inexpensive to buy, i.e., a Wiimote (a remote control)
study. The interaction with the child was supposed to be and a laptop. The game of choice was the open sourced game
Tux Racer. The game idea is to control a penguin sliding
down a slalom path, collecting as many fish as possible. The
Table 1 Descriptions of the Participants in the Intervention
player earned points for the fish that were collected and
and Control Groups
credits for the flying time and speed. All the text in the game
Lollipop Serious Game Control had been translated into Swedish, and the children chose
(n = 20) (n = 20) (n = 20) between several paths of play. Each path lasted for
Gender (no of patients) approximately 1 to 5 minutes and differed in difficulty. The
Boys 15 15 12 children steered the game using a Wiimote that sometimes
Girls 5 5 8 vibrated when the children gave a command. All children
Age (median), year 7 8 7 adapted, due to the wireless nature of device, their steering to
Preprocedural medication (no of patients) their body position required of the wound care session.
NSAID 1 5 2 The data reported in this paper were also amplified and
Acetaminophen 10 10 9
clarified in a qualitative report on 39 children. The children
Duration of procedure 25 25 20
(mean), minutes
reported that the steering was easy and that their body
Type of minor trauma (no. of patients) position did not affect their ability to play and engage in Tux
Bicycle accident 3 1 8⁎ Racer. They were also able to use one hand for all the
(body/head/limbs) necessary game action when they underwent the wound
Been pinched in 6 3 4 dressing (Nilsson, Hallqvist, Sidenvall, & Enskar, 2011).
fingers/thumbs The children began to play approximately 3 to 5 minutes
Burns 5† 7‡ 0 before the wound care session started and continued to play
Fall over 3 5 6 different game paths throughout the session.
Postoperative stitches 1 1 1 The lollipops varied in colour, and each colour had a
Dog bite 0 2 0 different flavour. The children chose from blue, green, red,
Other minor traumas 2 1 1
orange and yellow lollipops. The children started to lick the
⁎ p b .05 between control and serious game.

lollipops approximately 3 to 5 minutes before the wound
p b .05 between lollipop and control.
‡ care and continued to do so throughout the session. No child
p b .05 between serious game and control.
reported that he or she was diabetic.
Distraction in Children Undergoing Wound Dressings 161

The participants in the control group were offered pain intensity was recorded on three occasions. The first
standard care without any specific distraction techniques occasion was in conjunction with the children's arrival on
added to the care. The nurse informed each child in each the ward, when they had accepted participation in the
group about what he or she would undergo during the wound study. When all the data had been collected, the children
care. Based on the child's reaction, the nurse also used went to the dressing room. The second occasion of self-
consolation and encouragement. This behaviour was not reported pain intensity reflected the children's pain
driven by any guideline that directed the nurse in her actions intensity during the procedure. This score was collected
and communication with the child. Instead, the nurse was after the wound care and the child retrospectively
prompted to treat all the children, regardless of the added estimated its pain intensity. The recording during the
intervention, as equally as possible with her usual style procedure reflected the most painful parts of the wound
of care. dressing, which were the removal of the dressings (or
sutures) or cleaning of the wound. The third occasion of
Data Collection self-reports was the children's self-reported pain intensity
after the wound dressing.
Data were collected consecutively depending on the
schedule of the specialized wound care nurse on duty. Distress
Sixty protocols were blindly randomized and distributed The Facial Affective Scale (FAS) was used to rate the
in a predetermined order. The randomization process was level of distress by marking one of nine faces presented
performed using a deck of cards. Sixty cards consisted of in an ordered sequence from least (0.04) to most
the following types: 20 spades (serious games), 20 distressed (0.97). The reliability and validity of the
diamonds (lollipops) and 20 hearts (control), were well FAS have been evaluated in an earlier study (McGrath et
shuffled. The cards in the deck determined the distribu- al., 1996). The FAS has been correlated more highly with
tion of the interventions. They eventually became 60 the VAS for unpleasantness (r = 0.64) than for pain
protocols in a given order. Each one was placed in a intensity on an FPS (r = 0.51) (Goodenough, van
white, unmarked envelope and when a child accepted Dongen, Brouwer, Abu-Saad, & Champion, 1999).
participation in the study, the envelope on top was picked Perrott, Goodenough, and Champion (2004) also found
up. Twenty participants were randomized to a serious that the FAS correlated more closely with the CAS for
game, 20 participants to a lollipop and 20 participants to unpleasantness than with the CAS for pain intensity. In
a control group (Figure 1). Two researchers who were this study, the distress was recorded at the same time
trained to use the observation scale Face, Legs, Activity, points as the pain intensity.
Cry and Consolability (FLACC) were employed to collect
the data during the wound care procedure. The re- Anxiety
searchers, the nurse and the children did not know until The children filled out the short form of the State-Trait
the wound care started to which intervention the child Anxiety Inventory (STAI) in conjunction with their first
was randomized. and last self-reports on the CAS and the FAS. The short
form of the STAI is an instrument with six statements
about negative and positive emotions. The range of the
Self-Reports short STAI is 6 to 24 points: 6 points signifies no anxiety
and 24 points signifies the highest level of anxiety
Pain Intensity (Marteau & Bekker, 1992). The short STAI has previously
The children used the CAS to score their pain intensity been used to evaluate anxiety when children aged 7–
from 0 to 10. A study has shown that the psychometric 16 years underwent lumbar punctures (Nguyen, Nilsson,
properties of the CAS are equivalent to those of a Hellstrom, & Bengtson, 2010). The validity and reliability
horizontal visual analogue scale (VAS) (McGrath et al., of short STAI have been tested in a pilot study where
1996). The CAS has been validated to measure the children aged 5–16 years underwent procedures that
intensity of pain in children aged 5 and above. The scale induced pain. The construct validity was confirmed, as
is designed to provide gradations in colour and width the scores on short STAI decreased significantly from
along its length, reflecting different values of pain before to after a medical procedure that was associated
intensity. The CAS scores have shown clinical validity with anxiety. The concurrent validity was established by
for acute pain (Bulloch & Tenenbein, 2002) and construct comparing the short STAI with the validated scale State-
validity was demonstrated when the CAS was used to Trait Anxiety Inventory for Children (STAIC). The
measure pain intensity following administration of anal- correlation between the scales was high; the Spearman's
gesics (Finnström, Söderhamn, & Kokinsky, 2008). In correlation coefficient was 0.88 before and 0.75 after a
procedural pain, when comparing FLACC with CAS, medical procedure. Cronbach's alpha of short STAI was
lower CAS scores were also shown before and after 0.82, indicating good internal consistency (Apell, Paradi,
needle-related procedures (Finnström et al., 2008). The Kokinsky, & Nilsson, 2011).
162 S. Nilsson et al.

The Consort E-Flowchart

Assessed for eligibility


(n = 62)

Excluded (n = 0)

Not meeting inclusion criteria (n = 0)

Refused to participate (n = 1)

Randomized (n = 61) Other reasons (n = 0)

Allocated to game (n = 21) Allocated to lollipop (n = 20) Allocated to control (n = 20)

Received allocated game (n = 21) Received allocated lollipop (n = 20) Received allocated control (n = 20)

Lost to follow-up (n = 0) Lost to follow-up (n = 0) Lost to follow-up (n = 0)


Give reasons Give reasons Give reasons

Discontinued intervention (n = 1) Discontinued intervention (n = 0) Discontinued intervention (n = 0)

Give reasons: In need of general


anesthesia

Analyzed (n = 20) Analyzed (n = 20) Analyzed (n = 20)

Excluded from analysis (n = 0) Excluded from analysis (n = 0) Excluded from analysis (n = 0)

Figure 1 Randomisation diagram of included children.

Observations recorded the FLACC scores before, during and after the
procedure. It was not possible to measure the interrater-
The FLACC contains five categories, each of which is reliability, because it was unsuitable that there were
scored from 0 to 2, providing a total score ranging from 0 to simultaneously more than one observer in the room where
10. A high score indicates a high level of pain intensity. The the wound dressings were conducted. In an earlier study, the
FLACC has the established validity and reliability to interrater-reliability between these researchers was 0.85 with
measure pain intensity in acute and procedural pain (Merkel, a weighted kappa coefficient for the total scores on the
Voepel-Lewis, Shayevitz, & Malviya, 1997; Nilsson, FLACC (Nilsson et al., 2008). The scoring during the
Finnstrom, & Kokinsky, 2008). procedure reflected the most painful part of the wound
In the actual study, one of two experienced researchers dressing, which was the removal of the dressings (or stitches)
familiar with the FLACC scale observed the children and or cleaning of the wound.
Distraction in Children Undergoing Wound Dressings 163

Data Analysis for the wound dressing change. Data were analyzed for 60
children aged 5–12 years. Demographic data, the analgesics
The primary outcome and calculation of the sample size administered at home before the procedure and the type of
were based on self-reported pain scores in a previously procedures are presented in Table 1. The three groups were
published study of distraction techniques during procedural comparable with respect to duration of the procedures,
pain (Bellieni et al., 2006). With a difference in pain scores gender, age and administration of analgesics. There were
of 2.5 in the control group and 1 in the intervention group more children with burns in the study group who were given
and a standard deviation of 1.5, a power of 0.80 for a group serious games and lollipops than in the control group, and
size of 16 participants in each group was calculated. It was more bicycle accidents in the control group compared with
therefore decided that each group should contain 20 the study group that was involved in serious gaming. No
participants to avoid a type II error (Willan & Pinto, 2005). child had the previous experience of using the Tux Racer;
The statistical significance was set at p b .05. Nonparametric however, it was easy to learn this game and this inexperience
statistics were used, as the data were ordinal and considered probably did not influence the results.
not to be normally distributed. The Kruskal–Wallis test was One of the primary outcomes, i.e., self-reported pain
used to compare the CAS, the FAS, the FLACC and the short intensity (CAS), did not differ between the study groups
STAI between the three groups. In addition, the Mann– (Table 2). The effect size (d) for serious gaming was 0.26
Whitney U test was used to compare the CAS, the FAS, the (95% confidence interval [CI], − 0.37 to 0.87) compared with
FLACC and the short STAI between each pair of groups. lollipops and 0.07 (95% CI, − 0.55 to 0.69) compared with
Wilcoxon signed rank test was used for comparing changes the control group. The observational pain scores (FLACC)
in the CAS, the FAS, the FLACC and the short STAI scores were lower in the participants who were involved in serious
before, during and after the procedures. The ages of the gaming than in both of the other study groups, and the effect
children and the durations of the procedures were tested with size (d) for serious gaming was 0.72 (95% CI, 0.07–1.35)
an ANOVA test. The gender, type of procedures and compared with lollipops and 0.80 (95% CI, 0.14–1.42)
analgesics were compared with the Fishers exact test. compared with the control group. The level of distress (FAS)
was lower in the children who were involved in serious
gaming than in the children who licked a lollipop but not
compared with the control group. The effect size (d) for
Results serious gaming was 0.72 (95% CI, 0.06–1.34) compared
with lollipops and 0.29 (95% CI, − 0.34 to 0.91) compared
This study was conducted between May 2008 and June with the control group. No other significant differences were
2010. Sixty-two children were consecutively asked to found between the three study groups with regard to pain
participate in this study. One child declined to participate intensity, distress and anxiety during the procedure.
and another participant who was randomized to serious The Wilcoxon signed rank test showed that the individual
games withdrew from the intervention. The child who pain intensity (CAS, FLACC) increased significantly from
withdrew reported anxiety and needed general anaesthesia before to during the procedure (Table 3). These pain scores

Table 2 Median Scores and Statistical Difference (Mann–Withney U test) Between the Three Study Groups
Lollipop Serious Game Control Lollipop/Control Serious Serious
Games/Control Games/Lollipop
Median (range) p-Value
Before
FLACC 0 (0–2) 0 (0–4) 0 (0–2) .453 .643 .809
CAS 0 (0–2) 0 (0–6) 0 (0–4) .533 .337 .605
FAS 0.37 (0.04–0.75) 0.37 (0.04–0.75) 0.17 (0.04–0.85) .236 .347 .856
Short STAI 10 (6–17) 10.5 (6–18) 9 (6–13) .240 .165 .622
During
FLACC 4 (0–8) 2 (0–10) 4 (1–9) .783 .007 ⁎ .006 ⁎
CAS 4 (0–10) 3.5 (0–6) 2.375 (0–10) .606 .616 .714
FAS 0.75 (0.04–0.97) 0.59 (0.17–0.79) 0.59 (0.04–0.97) .521 .307 .022 ⁎
After
FLACC 0 (0–2) 0 (0–1) 0 (0–1) .287 .553 .604
CAS 0.375 (0–4.5) 0 (0–3.5) 0 (0–7.25) .07 .546 .258
FAS 0.17 (0.04–0.75) 0.27 (0.04–0.59) 0.27 (0.04–0.59) .546 .583 .933
Short STAI 8 (6–15) 7.5 (6–15) 6.5 (6–10) .024 ⁎ .224 .223
⁎ p b .05.
164 S. Nilsson et al.

also decreased from during to after the procedure. The same recorded, in contrast to our study, which recorded FLACC
result was shown for the distress scores (FAS) in all three scores in children undergoing wound dressings. Wound
of the study groups. The children who used serious gaming dressings generated more distress and lasted longer than
or licked the lollipop reported significantly lower anxiety venipunctures or venous port punctures (Landolt, Marti,
(short STAI) scores after they underwent the wound Widmer, & Meuli, 2002).
dressing than the children in the control group. The effect There was a discrepancy between the observed pain and
size (d) for changes of the short STAI before and after the self-reported pain intensity when the children used
serious gaming was 0.44 (95% CI, − 0.2 to 1.06) compared serious gaming. Serious gaming reduced the children's pain
with lollipops and 0.26 (95% CI, − 0.37 to 0.88) compared behaviour but did not change their self-reported level of
with the control group. pain intensity. In another study, the most important
outcomes demonstrated that children showed significantly
higher pain tolerance as well as higher pain thresholds
Discussion during active distraction, i.e., serious gaming. A higher pain
tolerance implied that the children endured the pain better
The use of serious gaming resulted in lower observed when they used serious gaming (Dahlquist et al., 2007). It is
behavioural pain scores compared with those of the other two a challenge to assess children's pain and their levels of
study groups. A reduction in observed pain behaviour might distress since the individual child's cognitive and commu-
convince the nurse that the child is able to sustain the wound nicative competence complicate the ability to obtain a valid
care, and in this way facilitate for the nurse to carry out the and reliable value (Schiavenato & Craig, 2010). Differences
dressing change. This study was a part of a larger study in observed pain behaviour and self-reported pain intensity
where also qualitative data were analysed using qualitative may show different dimensions of children's pain experi-
content analysis. The results showed that the children ence (Craig, Versloot, Goubert, Vervoort, & Crombez,
thought that nurses' clinical competence was important to 2009). The behavioural pain scores presumably demon-
achieve pain relief (Nilsson et al., 2011). Another qualitative strated another dimension of pain, such as pain tolerance.
study with a phenomenological approach showed that nurses The results also clarified the importance of assessing pain in
often felt helplessness when they not were able to offer different ways. It is not always possible to decide which
comfort for the child. A successful relief of children's pain measurement is most valid and several difficulties remain to
helped nurses in this study to alleviate their own anxiety and be considered before the nurse can decide if self-reports or
gave them a sense of satisfaction and well-being (Hilliard & behavioural assessments show trustworthy responses of
O'Neill, 2010). This probably influences nurses' ability to children's pain experience. Although self-reports are
enhance their clinical competence during the wound care, considered to be “the golden standard” a behavioural
resulting in the experience of pain relief. assessment, such as the FLACC, probably adds context
Changed pain behaviours in children involved in serious and meaning to self-reports and can sometimes also be
gaming have also been shown in two other studies (Gershon, perceived as more credible than self-reports in clinical trials
Zimand, Pickering, Rothbaum, & Hodges, 2004; Nilsson (Craig et al., 2009).
et al., 2009). These two studies involved venipunctures or The children who used serious gaming reported that they
venous port punctures for which lower FLACC scores were repeatedly changed their focus between the serious game and

Table 3 The Median Scores of the Individual Differences Between Before, During and After the Procedure for FLACC, CAS and FAS,
Before and After for Short STAI and the Statistical Significance of Differences Between Groups
Lollipop Serious Game Control Lollipop/ Serious Serious
Control Games/Control Games/Lollipop
Median (range) p-Value (Mann–Whitney U test)
Before–during
FLACC −4 (−8 to 1) ⁎ − 2 (− 7 to 0) ⁎ −4 (−8 to −1) ⁎ .710 .002 † .004 †
CAS −3.25 (−10 to 0) ⁎ −2.75 (− 5.5 to 2.5) ⁎ −2.25 (−10 to 2.25) ⁎ .568 .849 .322
FAS −0.27 (−0.71 to 0.2) ⁎ −0.11 (− 0.75 to 0.22) ⁎ −0.31 (−0.93 to 0.10) ⁎ .849 .211 .211
During–after
FLACC 4 (0 to 8) ⁎ 2 (0 to 10) ⁎ 4 (1 to 8) ⁎ .499 .004 † .008 †
CAS 2 (−2 to 10) ⁎ 2.75 (0 to 5.5) ⁎ 1.875 (−2.25 to 10) ⁎ .675 .256 .162
FAS 0.4 (−0.16 to 0.81) ⁎ 0.22 (0.0 to 0.75) ⁎ 0.38 (0.0 to 0.93) ⁎ .745 .569 .978
Before–after
Short STAI 0.5 (−6 to 9) 2.5 (− 4 to 10) ⁎ 1 (−4 to 7) ⁎ .360 .334 .090
⁎ p b .05 (Wilcoxon signed rank test).

p b .05 (Mann–Whitney U test).
Distraction in Children Undergoing Wound Dressings 165

the wound dressing giving them a sense of control of the personnel and have high costs are often not a clinical reality
wound dressing (Nilsson et al., 2011). The sense of control (Landolt et al., 2002).
was also important to children in another study. That study
categorized children into attenders or distracters. Attenders Limitations
were children who directed their focus of attention towards
the procedure. Distracters were children who directed their The different actions and perceptions of children in
focus away from the procedure (Fanurik, Zeltzer, Roberts, relation to their cognitive development may impact the
& Blount, 1993). As mentioned earlier, children who use results and are a weakness of this study. This study meets the
serious gaming are able to shift their cognitive focus criteria for an acceptable power calculation, although it has a
between playing the game and watching the wound small study population. It would therefore be worthwhile to
dressing. In this way, both attenders and distracters may repeat this study with a larger sample. A larger sample size
benefit from serious gaming. would also reduce the differences in size and location of the
Lollipops did not appear to change the children's pain wounds. The demographic data showed a difference in the
behaviour or pain perception. There is little previous randomization of bicycle accidents and burns; the lack of
knowledge of the effectiveness of lollipops in older children control for confounding variables is a limitation. It was not
(Lewkowski et al., 2003; Pepino & Mennella, 2005). It is possible to use a blinded design for this study, which might
therefore unclear whether this group differs from the control have led to a sense of missing intervention in the control
group. A lollipop can offer a taste sensation but does not group. In addition, it was not possible to measure the
require the child to be active and engaged in the distraction. interrater-reliability on the FLACC scores. Although the
A negative and harmful effect of stress that is caused by participants were recommended to take analgesics at home,
the fear associated with pain is often defined in the literature only about half of them did. The results of this study can
as distress (Berde & Wolfe, 2003). Serious gaming reduced assist paediatric nurses in their pain management of children
this perception of distress compared with using a lollipop, undergoing wound dressings. The results demonstrate that
which was not enough to reduce the distress. The distraction serious gaming can be used to reduce pain behaviour and
needs to disengage the child from the procedural pain. The distress, and this intervention should be available to children
findings of the study suggest that active distraction may be undergoing painful procedures, such as wound dressings.
superior to passive distraction, as previously reported
(Dahlquist et al., 2007). The control group did not show
higher FAS scores than the children who were involved in
serious gaming, which was expected since serious gaming Conclusion
probably is more active than standard care. One reason for
this may be related to enhanced nurse communication with Serious gaming is an active distraction, which, compared
the children who had no other distraction despite the with passive distraction, can lead to a decrease in pain
intention of standardized interaction. behaviour and reduce distress.
No difference was shown in the self-reported form of the
short STAI scores between the study groups. This result
differs from that of a study in which children over the age of
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