G-4301

2025-10-19 19:45

Written by ARCIMS 26 ARCIMS 26 in Sunday 2025-10-19 19:45

Investigating the effect of the Pop It game on fear and pain caused by venipuncture in children aged 3-6 years admitted to the emergency department of Ali Ibn Abi Taleb Hospital in Rafsanjan.

 Parvin Babaei 1 ℗, Hiva Azami 2, Seyed Hamid Seyed Bagheri 3 ©   

 MSc Pediatric Nursing Student, Student Research Committee, School of Nursing and Midwifery, Rafsanjan University of Medical Sciences, Rafsanjan, Iran

Department of Medical Emergencies, School of Nursing and Midwifery, Hamadan University of Medical Sciences, Hamadan, Iran

 School of Nursing and Midwifery Ph.D, MScN and BScN in Nursing. Rafsanjan University of Medical Sciences

Email: parvin.babaei2020@gmail.com
 

 


 
Abstract

1. Introduction: Venipuncture is a frequent and painful procedure for children in clinical settings, often leading to significant fear and distress that can negatively affect their well-being. Non-pharmacological interventions, particularly distraction-focused strategies, are widely regarded as effective for mitigating pain and anxiety. Recognizing that children communicate through play, the use of toys has become a valuable nursing approach. The Pop It toy, in particular, has gained attention for its potential to enhance focus and reduce anxiety. Given the absence of prior research specifically investigating the effect of the Pop It game on pain and fear during venipuncture, this study was designed to explore its impact on children aged 3 to 6. 2. Methods and Materials: This quasi-experimental study used a two-group design (intervention and control) with a population of children aged 3-6 admitted to the emergency ward of Ali Ibn Abitaleb Hospital in Rafsanjan during 2024. Participants were recruited via convenience sampling and randomly assigned to the intervention (n=37) or control (n=36) group. The intervention group played with a Pop It toy for five minutes while venipuncture was performed on the opposite arm. The control group received five minutes of rest before undergoing the same procedure. Data collection used a fear scale and the Wong-Baker Faces Pain Rating Scale. The data were analyzed with SPSS software using non-parametric tests, including the Mann-Whitney U test and the Wilcoxon signed-rank test. 3. Results: The analysis of demographic characteristics revealed no statistically significant differences in age, gender, and other variables between the two groups (P 0.05), confirming their homogeneity at baseline. Prior to the intervention, the mean fear scores were not significantly different between the groups (P=0.97). However, following the Pop It intervention and immediately after venipuncture, fear and pain scores in the intervention group were significantly lower than in the control group (P 0.001 for both). A within-group analysis demonstrated a significant reduction in fear scores over time within the intervention group, while fear scores showed a significant increase in the control group. 4. Conclusion and Discussion: This study suggests that the Pop It game is a highly effective distraction technique for reducing fear and pain associated with venipuncture in young children. These results are consistent with existing literature supporting the efficacy of non-pharmacological interventions in managing procedural-related distress. The observed decrease in pain and fear has the potential to improve children's experiences with medical procedures and enhance their cooperation with healthcare providers. Given its effectiveness and simple application, it is recommended that the use of the Pop It game be considered a standard nursing practice in pediatric and emergency care settings during painful procedures.


Keywords: Pop It, Pain, Fear, Venipuncture, Children

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