New 2026 Studies Find Lower Needle Fear With VR
Written by
Shabnam TaherniaShabnam Tahernia on LinkedInHead of Content

Between July and October 2026, researchers published two new meta-analyses and a run of new trials on virtual reality used as distraction during needle procedures, and the pooled results all point the same way. Children who wore a headset during a blood draw, IV or vaccination reported lower pain and fear scores than children who did not, and VR also came out ahead of other distraction methods such as tablets.
The new work covers settings earlier research mostly skipped: routine vaccination in primary care, adults having dialysis needles placed, children with developmental disabilities, and the question of what content works best inside the headset.
Two new meta-analyses point the same way
The largest new synthesis is a systematic review and meta-analysis in JACEP Open, the open access journal of the American College of Emergency Physicians, published on September 9, 2026. Dimanopoulos and colleagues, a team based in Queensland with co-authors in Melbourne and at Nationwide Children's Hospital in Ohio, pooled 16 studies covering 1,929 children having procedures in emergency departments, most of them needle related.
Children using VR reported peak pain about 0.76 points lower than children receiving routine care, on scales that run from 0 to 10, and anxiety or fear scores 0.78 points lower. Parents and caregivers rated the differences larger still: 1.22 points for pain and 1.52 for fear or anxiety.
VR during pediatric emergency procedures, pooled results from 16 studies
Mean difference on 0 to 10 scales with 95% confidence intervals. Below zero favours VR.
Show the numbers
| Estimate | Lower CI | Upper CI | |
|---|---|---|---|
| Pain, child-rated vs routine care | -0.76 | -1.25 | -0.27 |
| Fear, child-rated vs routine care | -0.78 | -1.48 | -0.07 |
| Pain, caregiver-rated vs routine care | -1.22 | -2.08 | -0.37 |
| Fear, caregiver-rated vs routine care | -1.52 | -2.7 | -0.34 |
| Pain, child-rated vs other distraction | -0.51 | -0.85 | -0.17 |
| Fear, child-rated vs other distraction | -0.59 | -1.04 | -0.13 |
Dimanopoulos et al., JACEP Open, September 2026. 1,929 children in emergency departments.
The comparison with other distraction is the new part. VR also scored lower than other active distraction methods, by 0.51 points for pain and 0.59 for fear or anxiety. Earlier reviews mostly compared VR with routine care, which left open whether a headset adds anything over a cartoon on a tablet. The authors described the reductions as moderate and rated the risk of bias in the included studies as moderate to high.
A second meta-analysis, by Hosseini, Abdollahi Yousefabady and Firooz in Digital Health (August 8, 2026), looked only at venous access in children's emergency departments. Across 12 randomized trials it found a moderate reduction in pain with VR (a standardized mean difference of -0.48) and graded the certainty of that finding as moderate.
VR during routine childhood vaccination
Vaccination is the most common needle moment in childhood, and it now has a primary care study. Costa and colleagues (Journal of Pediatric Nursing, September 21, 2026) compared 50 children who used immersive VR during vaccination with 50 who received usual care, across three Portuguese primary care centres. After adjusting for scores before the shot, pain was 1.94 points lower in the VR group and fear 0.78 points lower.
VR during routine childhood vaccination in primary care
Adjusted mean difference after the shot, VR minus usual care, on 0 to 10 scales with 95% confidence intervals.
Show the numbers
| Estimate | Lower CI | Upper CI | |
|---|---|---|---|
| Pain after vaccination | -1.94 | -2.99 | -0.88 |
| Fear after vaccination | -0.78 | -1.29 | -0.27 |
Costa et al., Journal of Pediatric Nursing, September 2026. 100 children at three Portuguese primary care centres.
Children, caregivers and nurses rated the headset easy to use and said they would recommend it. Mild, short-lived side effects occurred in 6 percent of the VR group, and none needed any intervention. The study was not randomized, and the authors call for further evaluation of VR alongside other child- and family-centered care.
New trials in blood draws, IVs and dialysis
In a randomized trial of 60 children aged 6 to 12 having blood drawn in a Turkish hospital (Kızıl and colleagues, Healthcare, September 1, 2026), VR lowered pain, fear and anxiety compared with the control group.
A larger trial looked at fear in the moments before the needle. Xie and colleagues (BMC Nursing, June 19, 2026) randomized 188 children having IV cannulation in China. VR lowered fear at both measurements before the needle, and heart rate changed less across the procedure. Pain scores did not differ between groups.
The newest trial looks at what goes into the headset. Özalp and colleagues (Psychology, Health & Medicine, October 7, 2026) split 86 children aged 6 to 12 at a children's hospital phlebotomy unit into three groups: interactive VR, a non-interactive VR video, and usual care. The interactive group had significantly lower pain scores than both other groups. Both VR groups showed more positive behaviour during the draw, and parents and nurses rated their satisfaction higher than with usual care.
Adults are starting to appear in the research too. In 52 people having their dialysis fistula needled (Mutluay Yayla and Ağaslan, Journal of Vascular Access, July 6, 2026), pain and distress scores were lower with VR glasses than with routine care alone.
In Minnesota, a randomized crossover trial of 31 children with developmental disabilities having botulinum toxin injections with nitrous oxide (Williams and colleagues, Pain Reports, July 22, 2026) found lower pain scores with VR than with standard distraction such as music or a tablet, at lower nitrous oxide concentrations. Parents reported greater satisfaction with the VR visit. Eight children stopped using VR partway through, three by preference and five because of mild side effects.
What children, parents and nurses said
Two linked studies from Karolinska Institutet in Stockholm asked the people in the room. In 29 observed venipunctures where children used VR or augmented reality (Stålberg and colleagues, Journal for Specialists in Pediatric Nursing, October 2026), 90 percent of the children described a positive experience and no child declined the device. No physical restraint was observed.
90%
of children described a positive experience
29 observed venipunctures with VR or AR, Stockholm
Stålberg et al., 2026
0
children declined the headset
No physical restraint was observed in the same 29 procedures
Stålberg et al., 2026
5.0
parents' recommendation score, out of 5
30 parents surveyed, 26 interviewed
Hjelmgren et al., 2026
10 of 10
young people would use VR again
Penicillin injections after rheumatic fever, pilot without a control group
Cooper et al., 2026
Experience findings from three 2026 studies. Sources linked in the text.
In the companion study (Hjelmgren and colleagues, Paediatric and Neonatal Pain, September 16, 2026), 30 parents were surveyed and 26 interviewed. They gave VR a mean score of 5.00 out of 5 for recommending it to other children, and described it as redirecting their child's attention and bringing moments of calm for adults as well as children. The authors recommended a flexible, family-centered approach that keeps the human relationships around the child intact.
In New Zealand, 10 young people aged 9 to 20 who receive regular penicillin injections after rheumatic fever used a Meta Quest headset during an injection (Cooper and colleagues, New Zealand Medical Journal, September 25, 2026). All ten said they would use VR again and recommend it, average pain was 3.3 against 5.1 for their usual injection, and nurses described calmer, faster procedures. It was a small pilot without a control group.
Where the results were weaker
Not every finding was positive, and the gaps are part of the picture. An umbrella review in Clinical and Experimental Pediatrics (Saliba and Fahrni, July 2026) assessed 11 earlier meta-analyses. Together they showed lower pain, fear and anxiety with VR, but the reviews overlapped heavily and were mostly of low quality, so the authors rated the evidence "very weak" and described VR as an additional distraction tool rather than a replacement for established pain relief. The Digital Health authors likewise called their own results preliminary, since only one of their twelve trials had a low risk of bias.
Some individual studies found smaller or no differences. A Canadian randomized trial of commercially available VR during IV insertion in a pediatric emergency department (Ali and colleagues, Journal of Pediatrics, January 2026) found no difference in distress, pain or fear, and reported technical problems in 26 percent of VR cases. In adults having a thyroid needle biopsy (Karadeniz and colleagues, Journal of Medical Internet Research, October 2026), pain was lower only after statistical adjustment, and anxiety did not differ. A Hungarian study (Tinka and colleagues, Healthcare, January 2026) found lower pain with VR in children but not in adolescents, several of whom said the content felt too young for them.
In two of those studies the authors pointed to practical factors. Ali and colleagues cited the frequent technical issues with off-the-shelf equipment, and Tinka and colleagues called for age-appropriate, more interactive content for older patients, the same variable the Özalp trial tested.
How the new research fits with what came before
The 2026 papers sit comfortably alongside the 2024 review of 21 trials and 2,663 children. The direction is consistent, and this year added comparisons with other distraction, a first look at routine vaccination in primary care, and a randomized test of interactive against passive content. Nobody can be blinded to a headset and most trials are single-centre, so larger multicentre trials are the next step. Several of these studies also enrolled children younger than the minimum ages headset makers set for their devices, a limit explained in why VR headsets set a minimum age.
For a study-by-study account of the pediatric blood draw evidence, see Does VR really help kids through a blood draw?, the 2026 vaccine distress guideline update, and the SendorVR science page.
Frequently asked questions
Is there new research on VR distraction for needle procedures?
Yes. Between July and October 2026, two meta-analyses (in JACEP Open and Digital Health), an umbrella review and several new trials were published. They cover blood draws, IV insertion, vaccination, dialysis needling and injections in children with developmental disabilities.
Does VR distraction work better than a tablet or other distraction?
The September 2026 JACEP Open meta-analysis found VR scored lower than other active distraction methods, by about half a point on 0 to 10 pain scales and by a similar margin for fear or anxiety. An October 2026 trial found interactive VR lowered pain more than a passive VR video did.
Has VR distraction been studied during vaccinations?
Yes. A September 2026 study of 100 children at three Portuguese primary care centres found pain scores 1.94 points lower and fear scores 0.78 points lower with VR than with usual care. The study was not randomized, so larger randomized trials are still needed.
How strong is the evidence for VR distraction?
Results consistently point toward lower pain and fear scores, and the 2026 meta-analyses describe the effect as moderate. Certainty is still limited by small, unblinded, mostly single-centre studies, and a July 2026 umbrella review rated the overall evidence "very weak" under GRADE.
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.