Virtual Reality as Active Distraction in Laceration Repair: A Game Changer? Erratum

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Authors: Anne O. McEvoy, Olivia Vincent, Turaj Vazifedan, Todd Chang, Joel M. Clingenpeel, Rupa Kapoor
Cited by: 0
References: 1

Abstract

In the above article which published in the March 2025 issue of Pediatric Emergency Care, the authors note there was an error in the data in Table 1. The revised table is shown below: TABLE 1 - Demographic Information Virtual Reality (%) (n=47) Control (%) (n=44) Age (6-11 years) 22 (46.8%) 25 (56.8%) Age (12-17 years) 25 (53.2%) 19 (43.2%) Female 13 (27.7%) 25 (56.8%) Male 33 (70.2%) 19 (43.2%) Non-Binary 0 (0%) 0 (0%) Self- Identify 1 (2.1%) 0 (0%) No developmental disability 40 (85.1%) 40 (90.9%) Autism 3 (6.4%) 2 (4.5%) Cerebral Palsy 0 (0%) 0 (0%) Intellectual Disability 2 (4.3%) 0 (0%) Speech Delay 0 (0%) 2 (4.5%) Other 5 (10.6%) 1 (2.3%) Stitches previously 12 (25.5%) 8 (18.2%) Used VR previously 20 (42.6%) 20 (45.5%) Required holding (age 6-11) 5 (22.7%) 12 (48.0%) Did not require holding (age 6-11) 17 (77%) 13 (52%) Required holding (age 12-17) 3 (12.0%) 5 (26.3%) Did not require holding (age 12-17) 22 (88%) 14 (73.7%) Received anxiolysis 15 (31.9%) 17 (38.6%) Did not receive anxiolysis 32 (68.1%) 27 (61.4%)

Fields of Study & Subjects

Pediatric Pain Management Techniques Virtual Reality Applications and Impacts Orthopedic Surgery and Rehabilitation

Publication details

Journal / source
Pediatric Emergency Care
Volume
42
Issue
3
Pages
e60–e60
Publication date
27 February 2026
Language
EN