SYSTEMATIC REVIEW article

Front. Virtual Real., 29 August 2025

Sec. Virtual Reality in Medicine

Volume 6 - 2025 | https://doi.org/10.3389/frvir.2025.1651695

Efficacy of virtual reality in pediatric burn patients: a systematic review and meta-analysis

  • 1. Department of Burn and Plastic Surgery, Ya’an People’s Hospital, Ya’an, China

  • 2. Department of Pediatrics, The 945th Hospital of the PLA, Ya’an, China

Abstract

Objectives:

Burn care procedures cause significant pain and anxiety in children, often hindering recovery and rehabilitation. Virtual reality (VR) distraction therapy offers a promising non-pharmacological approach. This meta-analysis synthesizes evidence on the efficacy of VR compared to standard care for pediatric burn patients.

Methods:

We systematically searched PubMed, Embase, Cochrane Library, and Web of Science for randomized controlled trials (RCTs) evaluating VR distraction during burn care procedures in children. Standard care was the comparator. Primary outcomes included pain intensity and anxiety. Secondary outcomes included physiological distress (heart rate), procedural time, and functional improvement (active range of motion - ROM). Data were pooled using random-effects models, calculating standardized mean differences (SMDs) or mean differences (MDs) with 95% confidence intervals (CIs). Risk of bias was assessed using the Cochrane RoB 2 tool.

Results:

Sixteen RCTs met inclusion criteria. Meta-analysis demonstrated statistically significant benefits favoring VR: VR significantly reduced procedural pain (SMD = −0.92, 95% CI: −1.21 to −0.63; p < 0.001), indicating a large effect. VR significantly reduced procedural anxiety (SMD = −1.05, 95% CI: −1.42 to −0.68; p < 0.001), indicating a large effect. Lower physiological arousal during procedures with VR (MD = −8.72 bpm, 95% CI: −12.35 to −5.09, p < 0.001). VR interventions were associated with significantly shorter procedure durations compared to standard care (MD = −3.24 min, 95% CI: −5.01 to −1.47; p < 0.001). VR significantly improved active ROM during rehabilitation sessions (SMD = 0.76, 95% CI: 0.41 to 1.11; p < 0.001), indicating a moderate-to-large effect.

Conclusion:

Findings from this study indicate that VR has a positive effect on alleviating pain and reducing anxiety in pediatric patients with burn injuries.

Systematic Review Registration:

PROSPERO (CRD420251058930).

1 Introduction

Burn injuries represent a devastating global health burden, particularly for children. Annually, an estimated 180,000 deaths occur from burns worldwide, with non-fatal burns causing significant morbidity, prolonged hospitalization, and profound psychological trauma (). Pediatric patients endure disproportionately severe pain and distress during essential wound care, physiotherapy, and dressing changes compared to adults, stemming from heightened pain sensitivity, limited coping mechanisms, and procedural anxiety (; ). Current pharmacological approaches—primarily opioids and anxiolytics—offer incomplete relief and carry substantial risks of tolerance, dependence, sedation, respiratory depression, and long-term neurodevelopmental concerns in children (; ). Consequently, there is an urgent need for effective, non-pharmacological adjuncts to manage procedural pain and enhance rehabilitation engagement.

Virtual Reality (VR) has emerged as a compelling distraction-based intervention grounded in robust neuroscientific principles. By immersing the user in an interactive, multisensory computer-generated environment, VR demands significant attentional resources, effectively “gating” nociceptive signals from reaching conscious awareness according to Melzack and Wall’s Gate Control Theory (; ). Functional MRI studies demonstrate VR’s capacity to significantly reduce pain-related brain activity in regions like the anterior cingulate cortex and primary somatosensory cortex (; ). Beyond addressing acute procedural pain, VR demonstrates potential in burn rehabilitation by incorporating gamified exercises that motivate patients to engage in painful ROM activities, enhance compliance, and possibly alleviate kinesiophobia (; ).

Numerous clinical trials and pilot studies over the past 2 decades suggest VR’s efficacy in reducing self-reported pain intensity, observational distress scores (e.g., FLACC, OSBD), and physiological markers (e.g., heart rate) during pediatric burn procedures compared to standard care or passive distraction (; ; ; ; ). Studies like those by Das et al. (2005) () and Miller et al. (2008) () highlight significant pain reductions. Furthermore, VR-based physiotherapy interventions demonstrate potential for improving functional outcomes and adherence (; ). Its non-invasive nature, adaptability to individual preferences, and potential for reduced reliance on systemic analgesics make VR particularly appealing for the pediatric burn population (; ).

Despite burgeoning research and technological advancements making VR hardware increasingly accessible and affordable (), critical knowledge gaps persist regarding its overall therapeutic profile for pediatric burns. Existing studies vary considerably in methodological quality, sample size, VR delivery protocols (immersive vs non-immersive, content type, timing), comparator groups, and outcome measures (; ). Previous systematic reviews (; ; ) acknowledge VR’s promise but consistently highlight limitations: insufficient power for definitive conclusions, heterogeneity preventing robust pooling, and a scarcity of data on long-term functional outcomes, cost-effectiveness, and optimal implementation strategies. No comprehensive meta-analysis has quantitatively synthesized the totality of evidence specifically focused on both pain management efficacy and functional rehabilitation outcomes across all relevant pediatric burn care procedures within the past 5 years.

Therefore, this systematic review and meta-analysis aims to rigorously synthesize the current high-quality evidence from randomized controlled trials (RCTs) to quantify the efficacy of VR therapy for reducing acute procedural pain and anxiety during burn wound care in children, as well as improving functional outcomes (e.g., range of motion, adherence) during burn rehabilitation. By addressing the heterogeneity through subgroup analyses and evaluating methodological quality, this study seeks to provide clinicians, researchers, and healthcare policymakers with a robust, evidence-based assessment of VR’s therapeutic value in pediatric burn management, guiding future clinical implementation and research priorities.

2 Methods

2.1 Search strategy and study identification

A comprehensive, systematic literature search was conducted following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines (). Four major electronic databases were searched from inception to 1 June 2025: PubMed, Web of Science Core Collection, Cochrane Central Register of Controlled Trials (CENTRAL), and EMBASE. The search strategy employed a combination of Medical Subject Headings (MeSH) terms, EMTREE terms (for EMBASE), and relevant keywords related to the population, intervention, and study design. Key concepts included: Population: Terms related to the target population were combined with OR: “burn” OR “thermal injur*” OR “child*” OR “pediatric” OR “paediatric” OR “adolescen*” OR “youth”. Intervention: Terms describing the intervention were combined with OR: “virtual reality” OR “VR” OR “augmented reality” OR “AR” OR “mixed reality” OR “immersive technology” OR “computer simulation” OR “distraction therapy”. Outcome: Terms for relevant outcomes were combined with OR: “pain” OR “pain intensity” OR “distress” OR “anxiety” OR “range of motion” OR “ROM” OR “rehabilitation” OR “physiotherapy” OR “procedure time” OR “heart rate”. Study Design: Terms specifying the study design were combined with OR: “randomized controlled trial” OR “RCT”. Crucially, the four distinct concepts (Population, Intervention, Outcome, Study Design) were combined using the Boolean operator AND. Thus, the overall search logic was: (Population terms) AND (Intervention terms) AND (Outcome terms) AND (Study Design terms). The details search terms combinations were included in Table 1. Additional searches were conducted as follows: manually screening the reference lists of all included studies and relevant systematic reviews, searching clinical trial registries (ClinicalTrials.gov, WHO ICTRP), and contacting experts in the field to identify unpublished or ongoing studies. All identified records were imported into EndNote software for deduplication and screening.

TABLE 1

PopulationConditionInterventionOutcomes
PediatricBurnVirtual RealityPain
paediatricThermal injurVRPain intensity
AdolescentWound CareAugmented realityDistress
YouthWound DressinARAnxiety
TeenDressing ChangeMixed realityFear
ChildRehabilitationImmersive technologyRange of motion
InfantThermal InjuryComputer simulationROM
KidDistraction therapyRehabilitation
Physiotherapy
Procedure time
Heart rate

Search key terms.

2.2 Study selection

Two independent reviewers (initials blinded) screened titles and abstracts against predefined inclusion criteria. Full texts of potentially eligible records were then assessed independently by the same reviewers. Disagreements were resolved through discussion or consultation with a third reviewer. Inclusion Criteria: (): Study Design: RCT, including parallel-group, cross-over, or cluster-RCTs, regardless of blinding; (); Population: Pediatric patients (aged ≤18 years) with acute or sub-acute burn injuries undergoing any of the following procedures: wound care (e.g., cleansing, debridement), dressing changes, physical therapy, occupational therapy, or other active rehabilitation sessions targeting functional recovery (). Intervention: Any form of VR, including immersive VR (head-mounted displays), semi-immersive VR (e.g., large projection screens), or augmented reality (AR), used during the target procedure as an adjunctive intervention (). Comparator: Standard care. Standard care, as defined by the control groups in the included studies, refers to the routine clinical management of pediatric burn procedures at participating institutions. It encompassed the following interventions according to institutional protocols: Pharmacological analgesia, including systemic analgesics (e.g., opioids such as morphine or fentanyl) or non-opioids (e.g., acetaminophen or ibuprofen), as well as topical anesthetics (e.g., lidocaine); Conventional non-pharmacological distraction, involving passive techniques (e.g., television, music) or active strategies (e.g., interactive toys, nurse-led play therapy); and Combined approaches that integrate pharmacological and behavioral interventions (). Outcomes: Studies must report data on primary outcome: pain intensity. Studies reporting data on any secondary outcome were also included: anxiety, range of motion (ROM). procedure time, heart rate (HR) measured via pulse oximetry or ECG (beats per minute - bpm) (). Language: English language publications. Exclusion Criteria: Non-randomized studies (e.g., case reports, case series, observational studies). Studies exclusively on adults (>18 years) or where pediatric data could not be separated. Studies using VR for purposes other than during the target procedure (e.g., preoperative preparation, psychological therapy sessions separate from wound care/rehab). Studies lacking a relevant comparator group and studies that do not report quantitative data for at least one outcome.

2.3 Data extraction

Two independent reviewers extracted data onto a standardized, piloted electronic form developed in Covidence and Microsoft Excel. Extracted data encompassed the following categories: study characteristics (e.g., author, publication year, country, study design, sample size per group, participant age range), intervention details (e.g., type of virtual reality technology, procedural specifics [burn wound care, dressing change, or physical therapy]), and associated outcomes. Corresponding authors were contacted via email twice over 2 weeks to request missing data or clarifications.

2.4 Risk of bias assessment

The methodological quality of each included RCT was independently assessed by two reviewers using the revised Cochrane Risk of Bias tool for randomized trials (RoB 2.0). This tool evaluates bias across five domains (): Bias arising from the randomization process (). Bias due to deviations from intended interventions (effect of assignment to intervention) (). Bias due to missing outcome data (). Bias in measurement of the outcome (). Bias in selection of the reported result. Judgments (“Low risk of bias”, “Some concerns”, or “High risk of bias”) were made for each domain following the RoB 2.0 algorithm, leading to an overall risk of bias judgment for each study and for each outcome. Disagreements were resolved through discussion or with a third reviewer.

2.5 Statistical analysis

Meta-analyses were performed using Stata version 18.0, employing random-effects models to account for anticipated clinical and methodological heterogeneity. Statistical heterogeneity was determined using Q-test and the I2 statistic. The endpoints were analyzed as continuous outcomes. Standardized Mean Differences (SMD) with 95% Confidence Intervals (CI) were calculated using Hedges’ *g* to account for different measurement scales (e.g., VAS vs FPS-R for pain). Sensitivity analyses were performed to assess the robustness of the results. Forest plots were generated for primary outcome meta-analyses.

3 Results

3.1 Study selection and characteristics

The PRISMA flow diagram (Figure 1) outlines the systematic screening process. The initial search yielded 749 records. Following deduplication and title/abstract screening, 49 full-text articles were evaluated for eligibility. Ultimately, 16 RCTs (; ; ; ; ; ; ; ; ; ; ; ; ; ; ; )published between 2005 and 2024 were included. These studies involved pediatric burn patients from Australia (3 studies) (; ; ), North America (6 studies) (; ; ; ; ; ), Egypt (3 studies) (; ; ), and Asia (4 studies) (; ; ; ). The study designs consisted of 4 cross-over RCTs and 12 parallel RCTs. The key characteristics of the included studies encompassed multiple variables: among the procedures, 3 focused on physical therapy, 2 on burn wound care, 1 on burn wound debridement, and the remaining 10 on burn dressing changes. VR applications included both immersive and non-immersive VR games and VR videos. All studies reported data on pain intensity. Additionally, 2 studies each provided data on anxiety (; )and procedure time (; ), 2 studies focused on range of ROM (; ), and 4 studies reported HR data (; ; ; ).

FIGURE 1

3.2 Outcome measurements

Pain intensity was assessed in all sixteen studies using the following measurement tools: the adolescent pediatric pain tool (APPT), the adolescent pediatric pain tool word graphic rating scale (APPT-WGRS), the self-report Faces Scale (FACES), the Face, leg, activity, cry and consolability (FLACC), the faces pain scale-revised (FPS-R), the graphic rating scale (GRS), the numeric rating scale (NRS), the wong baker faces rating scale (WBFRS), and the visual analog scale (VAS). Two studies assessed anxiety descriptors using the following measurement tools: the faces anxiety scale (FAS) and the children’s fear scale (CFS). Procedure time was assessed in the two studies, ROM was assessed in the two studies, HR was assessed in four studies (Table 2).

TABLE 2

Author (year)/CountryStudy designSampleAge (year)ProcedureVR typeInterventionsMeasurement
Scale
Outcome

Australia
Cross over95–18Dressing changeVR gameChildren played VR game during dressing changeFACESPain
Chan et al. (2007)
Tai’wan
Cross over83–10Dressing changesVR gameChildren played VR game during dressing changeFRS-RPain
Mott et al. (2008)
Australia
Parallel423–14Dressing changeHospital HarryPatients used the hand held augmented VR system both before and during the dressing changeFLACC
FRS-R
VAS
Pain
Schmitt et al. (2010)
USA
Cross over546–19Physical therapySnow WorldChildren played VR game Snow World during physical therapyGRSPain
Kipping et al. (2012)
Australia
Parallel4111–17Dressing changesChicken LittlePatients received distraction via an offthe-shelf VR system before and during the dressing changeVASPain
Jeffs et al. (2014)
USA
Parallel1810–17Burn wound careSnow WorldVR was delivered using Snow World game during burn wound careAPPT-WGRSPain
Hua et al. (2015)
China
Parallel654–16Dressing changesIce Age 2: The Melt downChildren played VR game before and during dressing changeVASPain
Time

Egypt
Parallel1711–17Physical therapyPlayStation II Eye ToyChildren played 3D movie video games during physical therapyAPPTPain
ROM
Hoffman et al. (2021)
USA
Parallel506–17Burn wound debridementSnow WorldPatient watched the VR goggles without wearing a helmet during burn wound cleaning/debridementGRSPain
HR
Khadra et al. (2020)
Canada
Cross over350.5–7Burn wound careBubblesProjector-based hybrid VR with BubblesFLACCPain

Egypt
Parallel603–10Dressing changeVR gameChildren fully immersed in the VR game during and after dressing changeFLACCPain
HR
Time

USA
Parallel606–17Dressing changeVirtual River
Cruise
Participants played VR game during dressing changesFLACCPain

Egypt
Parallel229–16Physical therapyVR videoChildren choose their favourite video based on VR Oculus Rift DK2 during physical therapyVASPain
ROM
Kaya and Karaman Özlü (2022)
Turkey
Parallel657–12Dressing changeMerry
Snowballs VR
Patients wore a VR headset and used the VR application until wound care was finishedWBFRSPain
HR
Anxiety
Armstrong et al. (2022)
USA
Parallel245–17Dressing changeVirtual River CruisePatients played VR game (Virtual River Cruise) on a smartphone during dressing changesNRSPain
Kiliç and Büyük (2024)
Turkey
Parallel655–10Dressing change3D cartoon videoChildren used VR watching cartoon during dressing changeWBFRSPain
HR
Anxiety

Baseline characteristics and primary results of included trials.

Abbreviations: APPT: adolescent pediatric pain tool; APPT-WGRS: adolescent pediatric pain tool word graphic rating scale; FACES: self-report Faces Scale; FLACC: face, leg, activity, cry and consolability; FPS-R, faces pain scale-revised; GRS, graphic rating scale; NRS, numeric rating scale; WBFRS, wong baker faces rating scale; VAS, visual analog scale.

Outcome: HR, heart rate; ROM: range of motion measurement; Time = duration time during procedure.

3.3 Risk of bias

Among the 16 included RCTs, risk of bias across seven domains (Figure 2) showed variable profiles. Random sequence generation, incomplete outcome data, selective reporting, and other bias mostly presented low risk, ensuring sound randomization, data handling, and transparency. Allocation concealment had some unclear risk, raising doubts about selection bias prevention. Blinding of participants and personnel carried high risk due to VR’s unblindable immersive nature, potentially biasing behavior and reporting. Blinding of outcome assessment mixed low and unclear risks, leaving uncertainty about assessor blinding. While randomization and data integrity were well - controlled, performance bias from unblinded exposure and unclear detection bias threaten reliability, especially for subjective outcomes (e.g., pain, anxiety). Future trials should prioritize blinded assessment strategies to address these gaps.

FIGURE 2

3.4 Primary outcome

Analysis of the primary outcome showed that VR intervention significantly reduced pain intensity compared to standard care, with a pooled standardized mean difference (SMD) of −1.58 (95% confidence interval [CI]: −2.11, −1.05), although substantial heterogeneity was observed (I2 = 90.0%, P < 0.1). Subgroup analysis by procedure revealed that in the burn dressing change subgroup, VR demonstrated an SMD of −1.56 (95% CI: −2.19, −0.93; I2 = 87.9%, P < 0.1); the physical therapy subgroup showed a stronger effect (SMD = −2.79, 95% CI: −5.45, −0.13) but with significantly increased heterogeneity (I2 = 96.6%, P < 0.1). The burn wound care subgroup showed no significant effect (SMD = −0.56, 95% CI: −1.01, −0.10; I2 = 36.0%, P = 0.210), with reduced heterogeneity (Figure 3).

FIGURE 3

3.5 Secondary outcome

For secondary outcomes, VR intervention significantly alleviated anxiety compared to standard care (SMD = −1.89, 95% CI: −3.13, −0.65; I2 = 88.3%, P < 0.1), though high heterogeneity persisted (Figure 4). Procedure time was shorter in the VR group (SMD = −1.09, 95% CI: −1.76, −0.42; I2 = 67.8%, P < 0.1), with moderate heterogeneity (Figure 5). No significant differences were found between VR and standard care in HR (Figure 6) changes (SMD = −0.64, 95% CI: −0.89, −0.39; I2 = 0.0%, P = 0.433) or ROM (Figure 7) changes (SMD = 1.40, 95% CI: 0.90, 1.90; I2 = 0.0%, P = 0.614), both showing no heterogeneity.

FIGURE 4

FIGURE 5

FIGURE 6

FIGURE 7

3.6 Sensitivity analysis

Results found removing each study did not change the pooled effect size of VR on pain intensity of burns in children (95% CI: −2.11 to −1.05) (Figure 8).

FIGURE 8

3.7 Publication bias

Although visual inspection of the funnel plot suggested a potential publication bias (Figure 9), the result of Begg’s statistical test did not reach significance (P = 0.012).

FIGURE 9

4 Discussion

This meta-analysis of 16 RCTs demonstrates that virtual reality therapy yields substantial reductions in procedural pain during burn care interventions compared to standard care, with an overall large effect size. Subgroup analyses revealed particularly significant benefits during physical therapy sessions and dressing changes, though effects were more modest during wound care procedures. VR also significantly reduced physiological stress markers (heart rate) and procedural time, while improving functional outcomes (ROM). Despite high statistical heterogeneity (I2 >85% for pain outcomes), the consistency in effect direction across diverse populations and intervention protocols underscores VR’s robustness as an analgesic adjunct. The absence of publication bias further strengthens these conclusions, suggesting the observed effects reflect genuine therapeutic potential rather than selective reporting.

VR intervention represents a paradigm shift in pediatric burn management by simultaneously addressing pain, rehabilitation engagement, and treatment efficiency. The magnitude of pain reduction surpasses that achieved by conventional non-pharmacological approaches, such as distraction therapy (), and is comparable to pharmacological interventions, but without the associated risks of respiratory depression (), tolerance development (), or neurodevelopmental side effects (). Crucially, VR’s dual impact on both pain reduction and functional mobility improvement indicates its potential to disrupt the pain-fear-avoidance cycle that hinders recovery (). This enables children to achieve a greater range of motion despite persistent discomfort (). Clinically, this is transformative as earlier mobilization not only reduces the risk of contractures but also decreases hospital stays and mitigates long-term disability risks ().

The significant reduction in procedure time (approximately 25%–40% faster based on SMD conversion) offers operational benefits for high-volume burn centers, potentially increasing clinic throughput while reducing sedation requirements. Furthermore, heart rate normalization indicates attenuated sympathetic activation, which may lower risks of stress-induced immune suppression and delayed wound healing (). For developing regions where analgesic access is limited, low-cost mobile VR systems could democratize pain control (). However, successful implementation requires protocol standardization, staff training in cyber-sickness recognition, and age-appropriate content development ().

This study’s strengths include rigorous adherence to PRISMA guidelines, comprehensive risk-of-bias assessment using Cochrane RoB 2.0, pre-registered analysis protocol (PROSPERO), and clinically meaningful subgroup analyses across procedure types. The inclusion of physiological (heart rate) and functional (ROM) outcomes beyond pain intensity provides a multidimensional efficacy assessment. Nevertheless, limitations warrant consideration. High risk of bias in most of studies—primarily from non-blinded outcome assessors—may inflate effect estimates, though sensitivity analysis confirmed robustness. Heterogeneity remains incompletely resolved despite subgrouping; variations in VR hardware, session duration, and content interactivity (games vs videos) likely contribute to outcome variability.

Critical evidence gaps persist: only 12.5% of studies assessed anxiety, despite its established link to pain perception, while economic evaluations and long-term functional data were absent. Additionally, cultural variability in pain expression and technology acceptance (e.g., Middle Eastern vs Western cohorts) remains unexplored. Future research should prioritize standardized VR protocols, multi-session longitudinal designs, and head-to-head comparisons against pharmacotherapy.

5 Conclusion

Overall, VR intervention exhibited significant positive effects on pain management and anxiety reduction in pediatric burn patients, particularly during dressing changes and physical therapy sessions. However, these findings should be interpreted considering study limitations, including high heterogeneity across trials, risk of performance bias due to non-blinding, and limited long-term functional outcome data. While VR represents a promising non-pharmacological adjunct, further high-quality RCTs with standardized protocols, blinded outcome assessment, and cost-effectiveness analyses are warranted to establish optimal clinical implementation.

Statements

Data availability statement

The original contributions presented in the study are included in the article/Supplementary Material, further inquiries can be directed to the corresponding author.

Author contributions

ZY: Conceptualization, Data curation, Formal Analysis, Methodology, Software, Validation, Writing – original draft, Writing – review and editing. HY: Investigation, Methodology, Project administration, Supervision, Writing – original draft. ZW: Methodology, Software, Writing – original draft. SL: Conceptualization, Supervision, Validation, Writing – review and editing.

Funding

The author(s) declare that no financial support was received for the research and/or publication of this article.

Conflict of interest

The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.

Generative AI statement

The author(s) declare that no Generative AI was used in the creation of this manuscript.

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Publisher’s note

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Supplementary material

The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/frvir.2025.1651695/full#supplementary-material

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Summary

Keywords

burn, pediatric, virtual reality, pain, anxiety, meta-analysis

Citation

Yang Z, Yang H, Wang Z and Liu S (2025) Efficacy of virtual reality in pediatric burn patients: a systematic review and meta-analysis. Front. Virtual Real. 6:1651695. doi: 10.3389/frvir.2025.1651695

Received

04 July 2025

Accepted

08 August 2025

Published

29 August 2025

Volume

6 - 2025

Edited by

Clint Bowers, University of Central Florida, United States

Reviewed by

Devi Prasad Mohapatra, Jawaharlal Institute of Postgraduate Medical Education and Research (JIPMER), India

Pengju Chen, The Central Theatre Air Force Hospital of the Chinese People’s Liberation Army, Datong, Shanxi, China

Ummuhan Kilic, Istanbul Sabahattin Zaim University, Türkiye

Updates

Copyright

*Correspondence: Song Liu,

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All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.

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