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Assessing the Effect of Virtual Reality Gamification on Anxiety and Pain Management During Extraction of MIH-affected Lower First Permanent Molars in Pediatric Patients (VRGAMIFICATION)

R

Rasa Mladenovic

Status

Completed

Conditions

Tooth Extraction
Gamification
Distraction
Virtual Reality

Treatments

Procedure: Extraction tooth

Study type

Interventional

Funder types

Other

Identifiers

NCT06964451
01-14788/2022
Ethics Committee (Other Identifier)

Details and patient eligibility

About

The aim of this study was to evaluate the effectiveness of gamified virtual reality in reducing anxiety and pain during the extraction of lower first molars with MIH under local anaesthesia.

Full description

Dental anxiety can be tiggered by previous negative experiences, fear of pain, or loss of control, leading to avoidance of dental treatments and worsening oral health. To alleviate anxiety, various pharmacological and non-pharmacological measures are applied, including distraction as a cognitive-behavioral approach. One innovative method of distraction is gamification, which involves the use of Virtual Reality (VR) to redirect patients' focus to something relaxing instead of the treatment itself. The aim of this research was to evaluate the effectiveness of gamified virtual reality in reducing anxiety and pain during the extraction of molar-incisal hypomineralization (MIH) affected lower first molars under local anaesthesia. In prospective study, gamified virtual reality was applied during the extraction of lower first molars in 56 subjects using the split-mouth method. Through VR goggles, patients were immersed in a virtual video game world to distract them from the dental procedure.

Enrollment

56 patients

Sex

All

Ages

6 to 10 years old

Volunteers

No Healthy Volunteers

Inclusion criteria

  • Indication for the extraction of both lower first molars due MIH grade 4.

Exclusion criteria

  • Exclusion criteria for the study encompassed individuals with systemic disease, special needs, patients with a history of epileptic seizures or episodes of dizziness, as well as patients suffering from claustrophobia.

Trial design

Primary purpose

Other

Allocation

Randomized

Interventional model

Crossover Assignment

Masking

None (Open label)

56 participants in 2 patient groups

NON VR
Active Comparator group
Description:
In the extraction of one tooth, the procedure was performed according to the standard protocol (Non VR Phase).
Treatment:
Procedure: Extraction tooth
VR
Active Comparator group
Description:
For the tooth on the opposite side, the entire extraction procedure (including the application of local anesthesia) was conducted using a gamification model with VR goggles (VR Gamification Phase)
Treatment:
Procedure: Extraction tooth

Trial contacts and locations

1

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Data sourced from clinicaltrials.gov

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