Evaluation of the effect of playing video games on Child behavior during dental treatment | ||||
Dental Science Updates | ||||
Volume 6, Issue 2, September 2025, Page 237-252 PDF (1.53 MB) | ||||
Document Type: Original Article | ||||
DOI: 10.21608/dsu.2025.395743.1306 | ||||
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Authors | ||||
mona E amer ![]() | ||||
1pediateric dentistry departement,faculty of dentistry,suez canal university, Egypt | ||||
2Lecturer of Pediatric and Preventive Dentistry and Dental Public Health, Faculty of Dentistry, Suez Canal University, Egypt. | ||||
3Professor of Pediatric and Preventive Dentistry and Dental Public Health, Faculty of Dentistry, Suez Canal University,Egypt | ||||
Abstract | ||||
Introduction: One of the most difficult issues in paediatric dentistry is effectively managing children, ensuring that our treatment is delivered in a calm and comfortable atmosphere, while reducing any painful causes that may increase nervousness and fear. Aim: To compare the effects of video game playing and the Tell-Show-Do technique on anxiety and behavior in children during their first dental visit, using physiological (heart rate, oxygen saturation) and behavioral (VAS, Venham’s scale) assessments. Materials & Methods:Arandomized clinical trial was conducted on sixty children aged 6-8 years, who required vital pulpotomies for their primary molars. The children were randomized to two groups according to behavior management technique, where Group-I, the control group, comprised of 30 children who were received the tell show-do (TSD) approach and Group-II, referred to as the examined group, comprised of 30 children who were provided with hand-held Video Games (VGs). Results: There was no statistically significant difference regarding the mean heart rate and oxygen saturation readings among different time points in both groups. There were no significant differences in VisualAnalogue Pain Rating Scale (VAS) between TSD and VGs distraction techniques after local anaesthesia administration, however, at end of procedure VGs group had statistically lower child pain scores compared with TSD group. Regarding Venham’s clinical anxiety and behavioral rating scale (VCARS), results showed that VGs group had statistically very highly significant lower child anxiety levels than TSD group. Conclusion: The use of video games distraction significantly reduces pain and anxiety and has shown to be more effective compared with TSD distraction for redirecting a patient’s attention away from pain, besides being more convenient because of its increased practicality and widespread availability. Considering our results, video games could be incorporated as an adjunct in routine dental practice during administration of local anesthesia. | ||||
Keywords | ||||
Keywords: Anxiety; Behaviour management; pain; video games; VAS; VCARS | ||||
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