Answers are grounded in this paper and cite their sources.
Objective: To evaluate the influence of Virtual Reality (VR) on children’s behavior during the vaccination process in health units in the municipality of Altamira, Pará, Brazil. Methods: This was a cross-sectional field study with a quantitative and qualitative approach, conducted with 33 children aged 2 to 12 years, accompanied by their guardians, and 5 vaccination room professionals. During the procedure, VR headsets containing previously selected immersive animations were used. Data were collected through semi-structured questionnaires administered to children, guardians, and healthcare professionals. Quantitative data were analyzed using descriptive and inferential statistics, while qualitative data were subjected to thematic content analysis proposed by Bardin. Results: A reduction in negative reactions, such as fear and crying, was observed, as well as an increase in positive manifestations, including calmness, joy, curiosity, and confidence. Guardians and professionals reported favorable perceptions regarding the effectiveness of the technology, highlighting greater emotional comfort and better acceptance of the procedure by children. Conclusion: VR demonstrated potential as a humanized strategy in pediatric vaccination, promoting a more welcoming and less traumatic vaccination experience. However, limitations related to the sample size and the inclusion of only two health units restrict the generalization of the findings.
No takes yet. Share an insight, caveat, or question.
Figueiredo et al. (2026) studied this question.
Synapse has enriched 10 related papers. Consider them for comparative context: