Does VR Really Help Kids Through a Blood Draw?
Written by
Shabnam TaherniaShabnam Tahernia on LinkedInHead of Content

Any parent who has held a child's hand through a blood draw is entitled to some skepticism when a headset is offered as the fix. Distraction is old advice. A headset is a bigger and more expensive version of it, and the fair question is whether it earns the difference.
The short version: when researchers randomize children to VR or to standard care and measure pain and fear, VR comes out ahead more often than not. The long version has caveats. The studies are small, nobody can be blinded, they disagree about how big the effect is, and a few found no difference at all.
What a fair test of VR looks like
The trials worth taking seriously share a design. Children are randomly assigned to a headset or to whatever the clinic normally does, and someone measures pain and fear with a validated scale. The Wong-Baker FACES scale and the Faces Pain Scale-Revised both run from 0 to 10, and the child points to the face that matches how they feel. Parents and nurses often score the same child on the same scales, which turns out to matter.
Nobody can be blinded. The child knows whether there was a headset, and so does the nurse. That is a permanent weakness of every study here, and the main reason reviewers grade the evidence lower than the headline results suggest.
The trials that put VR to the test
The first large randomized trial, from Children's Hospital Los Angeles in 2018, enrolled 143 patients aged 10 to 21 having routine outpatient blood draws. VR reduced pain and anxiety compared with standard care, and helped most in patients who were more fearful of the physical sensations of anxiety.
A year later an Australian group ran two randomized trials at once in children aged 4 to 11, one in an emergency department (64 children on VR, 59 on standard care) and one in an outpatient pathology lab (63 and 66). In the ED, pain did not change from baseline with standard care but fell with VR, a between-group difference of 1.78 points on a 10-point scale. In the lab, pain rose in both groups but rose less with VR, a difference of 1.39 points. Ten children had minor adverse events, split evenly between the arms, and none needed medication.
A Turkish nursing group has produced the most consistent run of trials. In 2018 they randomized 121 children aged 7 to 12 to VR, to an external cold and vibration device, or to no distraction. Both VR and the device lowered pain compared with control, with no difference between the two. In 2020 the same group randomized 136 children aged 5 to 12 to a rollercoaster VR video, an ocean VR video, or control. Both VR groups reported less pain, fear and anxiety, while control-group fear rose by 20 percent and anxiety by 34.1 percent.
A 2023 trial in Hong Kong, published in JAMA Network Open, randomized 149 children aged 4 to 12 to a VR program that combined distraction with an explanation of the procedure. The VR group reported less pain and anxiety afterward, and the draw was shorter, about 4.4 minutes against 6.6.
A 2024 trial in a pediatric hematology-oncology outpatient clinic, where children face needles constantly, randomized 69 children aged 4 to 12 to VR or no distraction during a blood draw. The VR group had lower pain, lower fear and visibly calmer behavior afterward.
What the meta-analyses add
Pooled reviews point the same way, and show how much the effect size moves around.
A 2021 meta-analysis found only seven eligible trials. On the Wong-Baker scale VR cut pain by an average of 2.85 points, but on the Faces Pain Scale-Revised the pooled difference was 0.19 points and the confidence interval crossed zero. Fear and anxiety could not be pooled because the studies were too different.
A 2022 review in JMIR Serious Games included 21 studies, of which 10 could be pooled. VR reduced pain by 2.37 points (95% CI 1.54 to 3.20) and fear by 1.26 points (95% CI 0.63 to 1.89). The authors rated most of the studies as low quality.
The largest so far is a 2024 review in Nursing Reports covering 21 studies and 2,663 participants. Child-reported pain on the Wong-Baker scale fell by 1.83 points with VR, and on visual analogue or numeric scales by 0.71 points. Self-reported anxiety fell by 2.92 points and fear by 1.27. For pain, parents and nurses scored larger differences than the children did. The authors flagged high heterogeneity and asked for trials built on a standardized protocol.
A 2026 umbrella review then looked at the reviews themselves. Eleven meta-analyses drew on only 49 unique trials, with heavy overlap. Pooled across everything, VR still reduced pain, fear and anxiety, but heterogeneity was around 90 percent for all three outcomes, there was evidence of publication bias, and the certainty of evidence was graded very weak. Their conclusion is a fair summary: VR may be a useful extra distraction tool, not a replacement for established pain management.
Where the evidence is mixed
Not every trial is a win.
In an Ottawa emergency department, 59 children aged 8 to 17 were randomized to VR, to television, or to a Child Life specialist. All three groups improved. VR beat the other two on fear of pain, but not on pain intensity.
A 2023 trial of IV insertion in a pediatric emergency unit randomized 150 children aged 4 to 10 to VR, to a cold-vibration device, or to a nurse who talked with them and asked questions. First-attempt success was about the same in all three groups, at 47.2, 50 and 46.9 percent, with no difference in pain or anxiety. The authors' reading was blunt: a nurse who talks to the child worked as well as the technology.
A small 2024 study in a Bogotá emergency room randomized 46 children aged 7 to 14 and found no statistical or clinical difference in pain during venipuncture with the headset.
So what does "mixed" mean in practice?
- Who is doing the rating. In the 2024 pooled analysis, parents and nurses reported bigger pain differences than children did. An observer sees a quiet child under a headset and scores calm. The child's own number is usually the smaller one.
- What VR is compared with. Beating no distraction is easier than beating a skilled nurse or a cold-vibration device. The weakest VR results come from trials with an active comparison.
- Setting and timing. Emergency departments are where the null results cluster, though the Australian ED trial was clearly positive. A rushed draw with an unfamiliar headset is not the same event as a scheduled one.
- Age. Trials span ages 4 to 21. Younger children are less reliable at self-report, and research headsets were not designed for four-year-old heads.
- Content. A 2025 trial of 150 children aged 6 to 12 compared an interactive VR game, a passive VR video, and control. Both lowered pain and anxiety, but only the interactive version lowered fear more than the passive one.
Age limits, fit and the headset question
There is an awkward gap between what researchers do and what headset makers allow. Meta's own guidance is that Quest users are 13 and older, with parent-managed accounts for ages 10 to 12 on Quest 2 and 3, and that children under 10 cannot use those headsets at all. Trials, meanwhile, have enrolled children as young as 4, with short sessions and a research team standing over the child the whole time.
A clinic is not a research team. The sensible position is to follow the maker's minimum age for the hardware you own, check fit before a session, since a headset that slips or sits too heavy is a distraction of the wrong kind, and keep sessions short.
What it costs a clinic to do this well
The research assumes things clinics have to build.
- Staff time. Someone has to fit the headset, start the content, and take it off. In the Hong Kong trial the draw was shorter with VR, so the time can come back, but only if setup happens before the needle appears.
- Hygiene. Headsets touch faces. Wipeable facial interfaces or disposable covers between children are the minimum.
- A way to decline. A child who chooses the headset gets more out of it than one who is handed it.
- Content that ends when the draw does. A two-minute draw does not need a fifteen-minute experience.
Where SendorVR fits
SendorVR is a non-clinical comfort and engagement aid. Clinics use it to give a visitor a short, calm immersive experience during a routine needle procedure, so there is somewhere kinder for attention to go. It has not been evaluated in any of the trials above, and none of their numbers are claims about it. What the research does support is the general idea: a well-fitted headset, started before the needle and kept short, is one reasonable option among several, alongside a good nurse, numbing cream, and the child's own choice to look away.
This article discusses published research on virtual reality generally. SendorVR has not been evaluated in these studies, and no product-specific claims are made or implied. SendorVR is a non-clinical comfort and engagement aid; all medical care remains with qualified healthcare professionals.
Frequently asked questions
Does VR actually reduce pain during a child's blood draw? In most randomized trials, yes. Pooled analyses find pain scores roughly 1 to 3 points lower on 10-point scales, but the effect varies widely and a few trials found no difference, especially in emergency settings with an active comparison.
Is VR better than a nurse who is good at distraction? Not clearly. A 2023 emergency trial found that talking and asking questions worked as well as VR or a cold-vibration device during IV insertion. VR looks best when the alternative is no distraction at all.
How young can a child use a VR headset for a blood draw? Trials have included children as young as 4 under close supervision, but Meta's guidance is 13 and older, with parent-managed accounts from age 10 on Quest 2 and 3 and no use under 10. Most clinics follow the maker's minimum for their hardware.
Does a VR headset make the procedure take longer? Not in the trial that measured it. In the 2023 Hong Kong study the draw took about 4.4 minutes with VR and 6.6 without. Setup time is real, so it needs to happen before the needle comes out.
Are there side effects? Minor ones, rarely. The Australian trials recorded ten minor adverse events among roughly 250 children, split evenly between VR and standard care, and none needed medication. Nausea and dizziness are the ones to watch for.