Video games ease sick kids', parents' pain

Mon Dec 18, 2006 1:26pm EST
 
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By Lisa Baertlein

LOS ANGELES (Reuters) - When 11-year-old Gus Luna was able to play one of his favorite video games while recovering from exploratory brain cancer surgery in intensive care, his mother breathed a big sigh of relief.

"It was brain surgery... it was so scary. That made me feel like things seemed OK," said Marcela Luna, whose son has been undergoing chemotherapy since last year, when surgeons were unable to remove his tumor.

Gus, an all-star soccer player and tae kwon do green belt, was president of his fifth-grade class before falling ill. Now being home schooled, he cannot imagine getting through his treatments without video games: "It would be really hard without this ... You never know what's going to happen next."

Games let him focus on something other than the illness, doctors and hospital visits that dominate his life.

Gus is being treated at Los Angeles' Cedars-Sinai Medical Center, which is among 1,000 hospitals worldwide with video game Fun Centers that roll from bed to bed, just like regular hospital equipment.

"You're like a regular kid," he said. "You forget about needles, you forget about what's all around you."

NOT JUST KIDS STUFF

Over the last decade, researchers around the world have done hundreds of studies probing the value of video games and other forms of virtual reality to help children, and their parents, cope with medical-related anxiety and pain.

Results have been mostly positive and continue rolling in.

The University of Southern California's Keck School of Medicine earlier this year published details from a study of 20 children having an intravenous line inserted.

Half of them underwent the procedure while playing "Street Luge," a fully-immersive virtual reality game in which players control characters who race downhill while reclining on a big skateboard. The children wore a helmet fitted with headphones and glasses that delivered game sounds and images. They also used a rumbling joystick.

Children who did not play the game reported a four-fold increase in pain intensity from the procedure, while those who used virtual reality distraction reported no change in pain intensity.

The University of South Australia's Center of Allied Health Evidence did a study of children with serious burn injuries and found "strong evidence" supporting the use of virtual reality-based games in pain management.

In similar fashion, doctors at Israel's Chaim Sheba Medical Center used Sony Corp.'s (6758.T) PlayStation II EyeToy -- a camera that connects to a video game console allowing users to see themselves on TV -- as a rehabilitation tool for patients with severe burns. In a published article they said it proved to be an efficient and affordable alternative.

GAMING FOR GOOD  Continued...

 
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