Background: Pediatric patients undergoing surgery frequently experience significant anxiety, which can result in adverse effects such as prolonged sedation and behavioral changes associated with pharmacological interventions such as oral midazolam. Video games offer a nonpharmacological distraction method that shows promise in alleviating procedural anxiety without significant adverse effects. However, the effectiveness of video games compared to midazolam in managing perioperative anxiety remains uncertain.
Objective: This study aimed to evaluate the effectiveness of video game interventions in reducing perioperative anxiety in pediatric patients undergoing general anesthesia.
Methods: We conducted a comprehensive search across PubMed, Embase, Web of Science, and the Cochrane Library, supplemented by reference screening. Primary outcomes included anxiety levels assessed during parent separation and mask induction procedures, while secondary outcomes encompassed emergence delirium, postoperative behavior, and length of stay in the postanesthesia care unit (PACU). The risk of bias was assessed using the Risk of Bias 2 scale. Data were synthesized descriptively and through meta-analysis, with the certainty of the evidence evaluated using the Grading of Recommendations Assessment, Development, and Evaluation (GRADE) criteria.
Results: Six randomized controlled trials involving 612 participants were included in the analysis. Children who participated in video game interventions reported significantly lower anxiety levels during parent separation (standardized mean difference, SMD -0.31, 95% CI -0.50 to -0.12; P=.001), with high certainty, and during mask induction (SMD -0.29, 95% CI -0.52 to -0.05; P=.02), with moderate certainty, compared to those receiving oral midazolam. Additionally, significant differences in postoperative behavior changes in children were observed compared to oral midazolam (SMD -0.35, 95% CI -0.62 to -0.09; P=.008). Children in the video game intervention groups also had a shorter length of stay in the PACU (mean difference, MD -19.43 min, 95% CI -31.71 to -7.16; P=.002). However, no significant differences were found in emergence delirium (MD -2.01, 95% CI -4.62 to 0.59; P=.13).
Conclusions: Video game interventions were more effective than midazolam in reducing perioperative anxiety among pediatric patients, improving postoperative behavior, and shortening the length of stay in the PACU. However, video games alone did not outperform midazolam in managing emergence delirium. Further high-quality research is needed for more conclusive results.
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http://dx.doi.org/10.2196/67007 | DOI Listing |
Actas Esp Psiquiatr
March 2025
Psychology Faculty, Bard College, Annandale on Hudson, NY 12504, USA.
Background: Today, computer games have become one of the most popular forms of entertainment, especially among teenagers. While games may have various benefits, video games are shown to have different consequences for players, especially those who are younger, and can be highly addictive. The present research investigated the effect of computer game addiction on anxiety and depression in adolescents with the mediating role of social support.
View Article and Find Full Text PDFFront Psychol
February 2025
Physical Education and Sports Department, Faculty of Sport Sciences, Hitit University, Çorum, Türkiye.
Introduction: The relationship between students' smartphone addiction, social media use, video games play, and their academic performance has been widely studied, yet the existing literature presents inconsistent findings. This meta-analysis synthesizes current research to provide a comprehensive examination of the impact of these technologies on academic achievement.
Methods: A total of 63 studies (yielding 64 effect sizes) were included, encompassing a sample of 124,166 students from 28 countries.
Sleep Med
March 2025
Department of Psychology, University of Campania "Luigi Vanvitelli", Caserta, Italy.
Introduction: The ever-growing diffusion of video games (VG) prompts to investigate their effects on health. While different studies exist on the topic, their results are difficult to interpret, probably because modulating factors have been mostly neglected. Here, we explore VG type and gamers' experience levels by assessing the impact of a violent VG on sleep, cognitive functioning, and psychological well-being in a sample of non-gamers.
View Article and Find Full Text PDFNat Commun
March 2025
Department of Psychology, University of Cambridge, Cambridge, UK.
An increasing number of real-world interventions aim to preemptively protect or inoculate people against misinformation. Inoculation research has demonstrated positive effects on misinformation resilience when measured immediately after treatment via messages, games, or videos. However, very little is currently known about their long-term effectiveness and the mechanisms by which such treatment effects decay over time.
View Article and Find Full Text PDFTrends Ecol Evol
March 2025
Department of Biological Sciences, Université du Québec à Montréal, Montreal, QC, Canada; Centre for Ecology and Conservation, University of Exeter, Cornwall, UK.
Behavior shapes population and community dynamics through feedbacks with habitat configuration and interaction networks. Work on this interplay includes longitudinal surveys, experiments, and models. Multiplayer online video games foster real-time interactions among lots of players in virtual spaces.
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