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