

de Recherche et d’Innovation
en Cybersécurité et Société
Guingo, E.; Debeurme, M. H.; Santos, R. P.; Addab, S.; Rainville, P.; Bouchard, S.; Chougui, K.; Tsimicalis, A.; Nault, M. -L.; Ducruet, T.; Ledjiar, O.; Noel, M.; St-Arneault, K.; Cotes-Turpin, C.; Hung, N.; Ouimet, P.; Parent, S.; Gardner, J.; Bernstein, M.; May, S. Le
Efficacy of Virtual Reality vs. Tablet Games for Pain and Anxiety in Children Undergoing Bone Pins Removal: Randomised Clinical Trial Article de journal
Dans: Journal of Advanced Nursing, vol. 82, no 2, p. 1791–1802, 2026, ISSN: 03092402 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: Adolescent, analgesia, Anxiety, Bone Nails, Child, Children, clinical trial, comparative study, controlled study, female, human, Humans, intramedullary nailing, male, multicenter study, Pain Management, procedural pain, procedures, randomized controlled trial, Therapy, video game, Video Games, virtual reality
@article{guingo_efficacy_2026,
title = {Efficacy of Virtual Reality vs. Tablet Games for Pain and Anxiety in Children Undergoing Bone Pins Removal: Randomised Clinical Trial},
author = {E. Guingo and M. H. Debeurme and R. P. Santos and S. Addab and P. Rainville and S. Bouchard and K. Chougui and A. Tsimicalis and M. -L. Nault and T. Ducruet and O. Ledjiar and M. Noel and K. St-Arneault and C. Cotes-Turpin and N. Hung and P. Ouimet and S. Parent and J. Gardner and M. Bernstein and S. Le May},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105004216228&doi=10.1111%2Fjan.16991&partnerID=40&md5=9200a82b5c9572abcc5170e9c9d6142b},
doi = {10.1111/jan.16991},
issn = {03092402 (ISSN)},
year = {2026},
date = {2026-01-01},
journal = {Journal of Advanced Nursing},
volume = {82},
number = {2},
pages = {1791–1802},
abstract = {Aims: To verify the efficacy of virtual reality compared to tablet games for pain and anxiety management in children undergoing percutaneous bone pin and/or suture removal procedures. Design: Randomised clinical trial using two parallel groups: (1) virtual reality or (2) tablet game. Methods: Three-center, randomised pragmatic clinical trial, using a parallel design with two groups (experimental group: immersive virtual reality; active comparator: tablet games). Children aged 6–17 requiring percutaneous pins and/or sutures were recruited between 2020 and 2022 from three outpatient orthopaedic clinics in paediatric hospitals. Pain was measured with the Numerical Rating Scale and anxiety with the Child Fear Scale before and immediately after the procedure. Results: A total of 188 participants were assigned to either the virtual reality group (96 participants) or the tablet group (92 participants). At the first assessment, there was no noticeable difference between the two groups in terms of pain or anxiety levels. However, further analysis revealed that participants aged 13 and older in the virtual reality group experienced significantly lower anxiety. Conclusion: Virtual reality was not more efficacious than games on a tablet for pain and anxiety of children undergoing removal of bone pins or sutures. However, virtual reality demonstrated a benefit in reducing anxiety for teenagers, particularly those aged 13-older. Implication for the Professional and/or Patient Care: Virtual reality games provide an immersive, non-pharmacological alternative of for anxiety management of teenagers during pins and/or sutures removal. Impact: This study showed that a virtual reality game may help reduce anxiety during pins and/or sutures removal procedures in patients aged 13 years and older. Reporting Method: We adhered to the CONSORT checklist for reporting results. Patient or Public Contribution: A patient partner reviewed the study design, methods and final manuscript. Trial Registration: NCT03680625. © 2025 The Author(s). Journal of Advanced Nursing published by John Wiley & Sons Ltd.},
keywords = {Adolescent, analgesia, Anxiety, Bone Nails, Child, Children, clinical trial, comparative study, controlled study, female, human, Humans, intramedullary nailing, male, multicenter study, Pain Management, procedural pain, procedures, randomized controlled trial, Therapy, video game, Video Games, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Onita, C. A.; Matei, D. -V.; Trandafir, L. -M.; Petrescu-Miron, D.; Corciova, C.; Fuior, R.; Manole, L. -M.; Mihai, B. -M.; Dascalu, C. -G.; Tarcea, M.; Bouchard, S.; Mocanu, V.
Dans: Nutrients, vol. 17, no 15, 2025, ISSN: 20726643 (ISSN).
Résumé | Liens | BibTeX | Étiquettes: Adolescent, adolescent obesity, alpha amylase saliva isoenzyme, alpha-Amylases, amylase, anthropometry, anxiety assessment, appetite, article, Autonomic Nervous System, autonomic nervous system function, chemistry, Child, childhood obesity, clinical article, controlled study, craving, eating behavior, Electrophysiology, emotional eating, emotional stress, exploratory factor analysis, Factor Analysis, feeding behavior, female, Heart Rate, heart rate variability, human, Humans, Hydrocortisone, hypothalamus hypophysis adrenal system, immersive VR game, male, mental stress, metabolism, neuroendocrine system, Neurosecretory Systems, pathophysiology, Pediatric Obesity, physiology, Psychological, psychology, Saliva, salivary alpha-amylase, salivary cortisol, social stress, Statistical, Stress, stress assessment, subjective stress, three-factor eating questionnaire (TFEQ), Three-Factor-Eating-Questionnaire, video game, Video Games, virtual reality, virtual reality exposure therapy, visual analog scale
@article{onita_autonomic_2025,
title = {Autonomic and Neuroendocrine Reactivity to VR Game Exposure in Children and Adolescents with Obesity: A Factor Analytic Approach to Physiological Reactivity and Eating Behavior},
author = {C. A. Onita and D. -V. Matei and L. -M. Trandafir and D. Petrescu-Miron and C. Corciova and R. Fuior and L. -M. Manole and B. -M. Mihai and C. -G. Dascalu and M. Tarcea and S. Bouchard and V. Mocanu},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-105013574948&doi=10.3390%2Fnu17152492&partnerID=40&md5=d1e974dae00d424b9f6fae86b8a7cc6a},
doi = {10.3390/nu17152492},
issn = {20726643 (ISSN)},
year = {2025},
date = {2025-01-01},
journal = {Nutrients},
volume = {17},
number = {15},
abstract = {Background/Objectives: The aim was to identify patterns of autonomic and neuroendocrine reactivity to an immersive virtual reality (VR) social-emotional stressor and explore their associations with perceived stress and eating behavior. Methods: This one-group pretest–posttest study included 30 children and adolescents with obesity (15 boys and 15 girls), aged 8 to 17 years. The VR protocol consisted of two consecutive phases: a 5 min relaxation phase using the Forest application and a 5 min stimulation phase using a cognitively engaging VR game designed to elicit social-emotional stress. Physiological responses were measured using heart rate variability (HRV) indices and salivary stress biomarkers, including cortisol and alpha amylase. Subjective stress and eating responses were assessed via visual analogue scales (VAS) administered immediately post-exposure. The Three-Factor Eating Questionnaire (TFEQ-R21C) was used to evaluate cognitive restraint (CR), uncontrolled eating (UE), and emotional eating (EE). Results: The cortisol reactivity was blunted and may reflect both the attenuated HPA axis responsiveness characteristic of pediatric obesity and the moderate psychological challenge of the VR stressor used in this study. Two distinct autonomic response patterns were identified via exploratory factor analysis: (1) parasympathetic reactivity, associated with increased RMSSD and SDNN and decreased LF/HF, and (2) sympathetic activation, associated with increased heart rate and alpha-amylase levels and reduced RR intervals. Parasympathetic reactivity was correlated with lower perceived stress and anxiety, but also paradoxically with higher uncontrolled eating (UE). In contrast, sympathetic activation was associated with greater cognitive restraint (CR) and higher anxiety ratings. Conclusions: This study demonstrates that immersive VR game exposure elicits measurable autonomic and subjective stress responses in children and adolescents with obesity, and that individual differences in physiological reactivity are relevantly associated with eating behavior traits. The findings suggest that parasympathetic and sympathetic profiles may represent distinct behavioral patterns with implications for targeted intervention. © 2025 by the authors.},
keywords = {Adolescent, adolescent obesity, alpha amylase saliva isoenzyme, alpha-Amylases, amylase, anthropometry, anxiety assessment, appetite, article, Autonomic Nervous System, autonomic nervous system function, chemistry, Child, childhood obesity, clinical article, controlled study, craving, eating behavior, Electrophysiology, emotional eating, emotional stress, exploratory factor analysis, Factor Analysis, feeding behavior, female, Heart Rate, heart rate variability, human, Humans, Hydrocortisone, hypothalamus hypophysis adrenal system, immersive VR game, male, mental stress, metabolism, neuroendocrine system, Neurosecretory Systems, pathophysiology, Pediatric Obesity, physiology, Psychological, psychology, Saliva, salivary alpha-amylase, salivary cortisol, social stress, Statistical, Stress, stress assessment, subjective stress, three-factor eating questionnaire (TFEQ), Three-Factor-Eating-Questionnaire, video game, Video Games, virtual reality, virtual reality exposure therapy, visual analog scale},
pubstate = {published},
tppubtype = {article}
}
Hamouti, R.
ALONE or in COOPERATION: WHAT IS the BEST STRATEGY for the PERFORMANCE of RADICAL PRODUCT INNOVATION in the VIDEO GAME INDUSTRY? Article de journal
Dans: International Journal of Innovation Management, vol. 25, no 9, 2021, ISSN: 13639196 (ISSN), (Publisher: World Scientific).
Résumé | Liens | BibTeX | Étiquettes: Cooperation with non-rivals, coopetition, individual strategy, Performance, Radical innovation, video game
@article{hamouti_alone_2021,
title = {ALONE or in COOPERATION: WHAT IS the BEST STRATEGY for the PERFORMANCE of RADICAL PRODUCT INNOVATION in the VIDEO GAME INDUSTRY?},
author = {R. Hamouti},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85120833529&doi=10.1142%2fS1363919621501000&partnerID=40&md5=01c85e1f5fb2675cc44f18e1c7dc28cd},
doi = {10.1142/S1363919621501000},
issn = {13639196 (ISSN)},
year = {2021},
date = {2021-01-01},
journal = {International Journal of Innovation Management},
volume = {25},
number = {9},
publisher = {World Scientific},
abstract = {The aim of this research is to study the impact of inter-organisational strategies on performance of radical product innovation. We distinguish three kinds of strategies: (1) individual strategy, (2) cooperation with non-rivals strategy, and (3) coopetition strategy. We study innovation at the product level, and we analyse the market performance. We develop and test the hypotheses comparing the effects of these three strategies on the market performance of radical product innovation. An empirical research is carried out to study the video game publishing industry. We perform a quantitative analysis on a sample of 100 video games that involve radical innovations, identified among 822 video games launched between 2006 and 2011. The main results show that coopetition is the most fruitful strategy for developing a radical innovation. In this process, a direct competitor becomes the best and the most viable partner for that type of innovation. © 2021 World Scientific Publishing Europe Ltd.},
note = {Publisher: World Scientific},
keywords = {Cooperation with non-rivals, coopetition, individual strategy, Performance, Radical innovation, video game},
pubstate = {published},
tppubtype = {article}
}
Pallavicini, F.; Bouchard, S.
Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management Article de journal
Dans: Frontiers in Psychology, vol. 10, 2019, ISSN: 16641078 (ISSN), (Publisher: Frontiers Media S.A.).
Liens | BibTeX | Étiquettes: emotion, emotion regulation, Stress, Stress management, video game, virtual reality
@article{pallavicini_editorial_2019,
title = {Editorial: Assessing the Therapeutic Uses and Effectiveness of Virtual Reality, Augmented Reality and Video Games for Emotion Regulation and Stress Management},
author = {F. Pallavicini and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85077324720&doi=10.3389%2ffpsyg.2019.02763&partnerID=40&md5=db4710199f2cd7c65c0f5488c3878396},
doi = {10.3389/fpsyg.2019.02763},
issn = {16641078 (ISSN)},
year = {2019},
date = {2019-01-01},
journal = {Frontiers in Psychology},
volume = {10},
publisher = {Frontiers Media S.A.},
note = {Publisher: Frontiers Media S.A.},
keywords = {emotion, emotion regulation, Stress, Stress management, video game, virtual reality},
pubstate = {published},
tppubtype = {article}
}
Khazaal, Y.; Favrod, J.; Sort, A.; Borgeat, F.; Bouchard, S.
Editorial: Computers and games for mental health and well-being Article de journal
Dans: Frontiers in Psychiatry, vol. 9, no APR, 2018, ISSN: 16640640 (ISSN), (Publisher: Frontiers Media S.A.).
Liens | BibTeX | Étiquettes: augmented reality, Cognitive behavior therapy, Cognitive remediation, computer assisted therapy, controlled clinical trial (topic), editorial, human, information processing, Internet treatment, mental disease, mental health care, mobile application, Patient Compliance, prophylaxis, schizophrenia, Serious games, Smartphone app, telehealth, video game, virtual reality, wellbeing
@article{khazaal_editorial_2018,
title = {Editorial: Computers and games for mental health and well-being},
author = {Y. Khazaal and J. Favrod and A. Sort and F. Borgeat and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85045511603&doi=10.3389%2ffpsyt.2018.00141&partnerID=40&md5=51e50eac3fa902a4358d2bbf8562179c},
doi = {10.3389/fpsyt.2018.00141},
issn = {16640640 (ISSN)},
year = {2018},
date = {2018-01-01},
journal = {Frontiers in Psychiatry},
volume = {9},
number = {APR},
publisher = {Frontiers Media S.A.},
note = {Publisher: Frontiers Media S.A.},
keywords = {augmented reality, Cognitive behavior therapy, Cognitive remediation, computer assisted therapy, controlled clinical trial (topic), editorial, human, information processing, Internet treatment, mental disease, mental health care, mobile application, Patient Compliance, prophylaxis, schizophrenia, Serious games, Smartphone app, telehealth, video game, virtual reality, wellbeing},
pubstate = {published},
tppubtype = {article}
}



