Evidence map›Paper›PMID 40790569›Full record

Trial reportBMC pediatrics2025

The effect of active video games on pain intensity, joint range of motion, and motor function in children with burns: a randomized clinical trial.

Maryam Varzeshi, Kolsoum Deldar, Seyed Hasan Tavousi, Razieh Froutan, Hossein Nezami

Abstract readRandomized Controlled Trial
In one paragraph

Trial report in BMC pediatrics, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

1 citing paper in PubMed.

  1. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Maryam VarzeshiDepartment of Medical Surgical Nursing, School of Nursing and Midwifery, Mashhad University of Medical Sciences, Mashhad, Iran.
Kolsoum DeldarDepartment of Health Information Technology, School of Allied Medical Sciences, Shahroud University of Medical Sciences, Shahroud, Iran.
Seyed Hasan TavousiDepartment of General Surgery, School of Medicine, Mashhad University of Medical Sciences, Mashhad, Iran.
Razieh FroutanDepartment of Medical Surgical Nursing, School of Nursing and Midwifery, Mashhad University of Medical Sciences, Mashhad, Iran. froutanr@mums.ac.ir.
Hossein NezamiDepartment of Biostatistics, Student Research Committee, Mashhad University of Medical Sciences, Mashhad, Iran.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundBurn injuries in children often impair joint mobility and motor function, with concomitant pain often compromising rehabilitation compliance. Active video games (AVGs) may offer a motivating, fear-reducing alternative, yet their effects on burn-related outcomes remain understudied. This study aimed to evaluate AVGs' impact on pain intensity, range of motion (ROM), and motor function in pediatric burn patients.

methodsThis two-phase study was conducted in 2024 at Imam Reza Hospital, Mashhad, Iran. First, an active video game was developed; then, a single-blind randomized controlled trial was conducted with 69 children aged 5-15 years with second-degree upper limb burns. Participants were block-randomized (1:1) using Stata 17. The intervention group received Kinect Xbox-based game therapy; the control group used traditional physiotherapy. Each session included a 15-minute warm-up followed by gameplay/ physiotherapy, held 10 times per week for two weeks. Pain, range of motion (ROM), and motor function were assessed using the Wong-Baker FACES

resultsThe mean age was 7.94 ± 2.22 years in the intervention group and 8.29 ± 2.29 years in the control group (p = 0.890). The findings showed a significant reduction in pain intensity after the intervention in both groups compared to pre-intervention levels (p < 0.001, 95% CI: 0.87-1.30). Moreover, the increase in wrist joint range of motion after the intervention was significantly different between the two groups (p < 0.001, 95% CI: 2.61-10.62). However, no significant difference was observed between the groups regarding shoulder and elbow joint range of motion (p = 0.490, 95% CI: -39.91-26.86; p = 0.060, 95% CI: -1.70-19.14, respectively). Additionally, no significant difference was found in motor function between the two groups after the intervention (p = 0.058, 95% CI: -0.16-9.68).

conclusionOur results demonstrated that active video game intervention significantly reduced pain intensity and improved wrist range of motion in children with burns. These findings suggest that active video games could serve as a complementary approach for wrist rehabilitation in pediatric burn patients. Future studies should validate these effects on other joints (shoulder/elbow) and functional outcomes.

trial registrationThis RCT was registered in the Iran Registry of Clinical Trials (IRCT20230723058891N1, https//irct.behdasht.gov.ir/trial/72575) on 11/04/2023.

Indexed as

BurnsExercise TherapyPain ManagementRange of Motion, ArticularVideo GamesAdolescentChildChild, PreschoolFemaleHumansMalePain MeasurementPhysical Therapy ModalitiesSingle-Blind MethodActive video gamesBurnsChildrenJoint range of motionMotor functionPain intensity

Identifiers

PMID40790569
PMCPMC12337479

What OpenQuestion holds

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LicenceCC BY-NC-ND
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.