Electronic gaming as pain distraction
- PMID: 21369538
- PMCID: PMC3052404
- DOI: 10.1155/2011/856014
Electronic gaming as pain distraction
Abstract
The current study investigated whether active distraction reduces participants' experience of pain more than passive distraction during a cold pressor task. In the first experiment, 60 participants were asked to submerge their hand in cold (2°C) water for as long as they could tolerate. They did this with no distraction, and then with active (electronic gaming system) and passive (television) distraction, in randomly assigned order. Tolerance time, pain intensity ratings and task absorption ratings were measured for each condition. A second experiment attempted to control for participants' expectations about the effects of distraction on pain. Forty participants underwent the same experimental procedure, but were given verbal suggestions about the effects of distraction by the experimenter before each distraction condition. Participants in both experiments had a significantly higher pain tolerance and reported less pain with the active distraction compared with passive or no distraction. Participants reported being more absorbed, and were significantly more willing to do the task again when they had the active distraction compared with both passive distraction and no distraction. They also had more enjoyment, less anxiety and greater reduction in pain with active distraction than with passive distraction. There was no effect of suggestion. These experiments offer further support for the use of electronic games as a method of pain control.
La présente étude évaluait si une distraction active réduit la douleur que ressentent les participants davantage qu’une distraction passive pendant une épreuve au froid. Pendant la première expérience, 60 participants ont été invités à submerger leur main dans l’eau froide (2 °C) aussi longtemps qu’ils pouvaient le tolérer. Ils l’ont fait sans distraction, avec une distraction active (jeu électronique) et avec une distraction passive (télévision), dans un ordre aléatoire. Les chercheurs ont mesuré la durée de tolérance, le coefficient d’intensité de la douleur et le coefficient d’absorption à la tâche dans chaque situation. Une deuxième expérience visait à contrôler les attentes des participants à l’égard des effets de la distraction sur la douleur. Quarante participants ont subi la même expérience, mais l’expérimentateur leur a donné des suggestions verbales sur les effets de la distraction avant chaque type de distraction. Dans les deux expériences, les participants présentaient une tolérance à la douleur considérablement plus élevée et déclaraient moins de douleur pendant la distraction active que pendant la distraction passive ou s’ils n’avaient pas de distraction. Les participants déclaraient être plus absorbés et étaient beaucoup plus disposés à reprendre la tâche lorsqu’ils étaient exposés à la distraction active plutôt qu’à la distraction passive ou à l’absence de distraction. Ils ressentaient également plus de plaisir, moins d’anxiété et une plus grande réduction de la douleur pendant la distraction active que la distraction passive. La suggestion n’avait aucun effet. Ces expériences étayent davantage l’utilisation des jeux électroniques comme méthode de contrôle de la douleur.
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